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<blockquote data-quote="Ashrym" data-source="post: 6491949" data-attributes="member: 6750235"><p>That's why I mentioned stretching them out by using standard attack options. The battlemaster has a choice in that nova or in pacing. Effects don't necessarily fail either; they use the same formula as spell DC's with multiple save options. They look appear to be weaker than actual spells because of the short rest and heavy damage components to which they are attached but are useful.</p><p></p><p></p><p></p><p>TotM existed before complicating the options in 4e and was successfully done, but the style doesn't arbitrarily change options and positioning. We still pulled out mini's and maps when it was more complicated in the combats, the battles are simpler if tables want them to be and there are more options in the DMG for tables who want more complexity, and terrain features etc are always part of the option. Forcing movement can be very useful, or such actions as tipping a brazier of hot coals, or flipping up a table for cover, and still be relevant in TotM easily enough.</p><p></p><p>Even the basic attack can simply be more descriptive than "I attack", which is a player choice in his or her own narrative.</p><p></p><p></p><p></p><p>Groups not following the guidelines and then complaining there is an issue are creating their own issues.</p><p></p><p>Short rests are natural breaks in the action developed as part of a story where the players have the opportunity provided by the DM and the players have the desire to make use of that rest. It can be with more easier encounters or less harder encounters but versimilitude and realism are maintained by doing so as part of the narrative. A good time for a break, for example, is after routing a moat house before moving down the river to the next area. Encounters are normally combat encounters as well; non-combat encounters use less resources.</p><p></p><p>Breaks are all about pacing the story and are as simple as adding an opportunity as a DM sees a need. Usually we see 1-2 short rests that start with our attempts to have a short rest after making sure we can take that short rest.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 6491949, member: 6750235"] That's why I mentioned stretching them out by using standard attack options. The battlemaster has a choice in that nova or in pacing. Effects don't necessarily fail either; they use the same formula as spell DC's with multiple save options. They look appear to be weaker than actual spells because of the short rest and heavy damage components to which they are attached but are useful. TotM existed before complicating the options in 4e and was successfully done, but the style doesn't arbitrarily change options and positioning. We still pulled out mini's and maps when it was more complicated in the combats, the battles are simpler if tables want them to be and there are more options in the DMG for tables who want more complexity, and terrain features etc are always part of the option. Forcing movement can be very useful, or such actions as tipping a brazier of hot coals, or flipping up a table for cover, and still be relevant in TotM easily enough. Even the basic attack can simply be more descriptive than "I attack", which is a player choice in his or her own narrative. Groups not following the guidelines and then complaining there is an issue are creating their own issues. Short rests are natural breaks in the action developed as part of a story where the players have the opportunity provided by the DM and the players have the desire to make use of that rest. It can be with more easier encounters or less harder encounters but versimilitude and realism are maintained by doing so as part of the narrative. A good time for a break, for example, is after routing a moat house before moving down the river to the next area. Encounters are normally combat encounters as well; non-combat encounters use less resources. Breaks are all about pacing the story and are as simple as adding an opportunity as a DM sees a need. Usually we see 1-2 short rests that start with our attempts to have a short rest after making sure we can take that short rest. [/QUOTE]
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