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General Tabletop Discussion
*Dungeons & Dragons
Game mechanics to keep routine combats interesting?
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<blockquote data-quote="WizardOfFrobozz" data-source="post: 9388551" data-attributes="member: 7029408"><p>Great comments, thanks!</p><p></p><p></p><p></p><p>Yup, 100% this. Even if the GM is committed to providing a buffet of fresh tactical options for each encounter (either via mob abilties/resistances or terrain features), there are issues both with discoverability and magnitude of impact. Although honestly, at this point I'd be fine if parties were curb stomping all their non BBEG fights by exploiting the specific circumstances of each combat map rather than just sticking to the same routine every single time.</p><p></p><p></p><p>To be fair, many of the typical encounters already do feel tedious even if they don't drag out. (I say that both as a player and as a GM.) When I'm wearing the GM hat, I make an effort to work in interesting mobs (e.g., the plant creature that heals as long as it is touching the ground) and terrain elements. I don't want combats to feel like gotcha puzzles, though, so the PC's can of course always barrel ahead and win through attrition.</p><p></p><p></p><p>That's a good point. I'm going to noodle on that a bit - I like the idea of moving past the mundane rounds of combat and only dropping into turn-by-turn action when there are more interesting bits to play through.</p><p></p><p></p><p>Amen. I don't want to have a two-hour adventuring day, but the system does feel like it's designed around the assumption that there are a few "trash mob" encounters that encourage the PC's to burn through some of their resources before they get to the BBEG.</p></blockquote><p></p>
[QUOTE="WizardOfFrobozz, post: 9388551, member: 7029408"] Great comments, thanks! Yup, 100% this. Even if the GM is committed to providing a buffet of fresh tactical options for each encounter (either via mob abilties/resistances or terrain features), there are issues both with discoverability and magnitude of impact. Although honestly, at this point I'd be fine if parties were curb stomping all their non BBEG fights by exploiting the specific circumstances of each combat map rather than just sticking to the same routine every single time. To be fair, many of the typical encounters already do feel tedious even if they don't drag out. (I say that both as a player and as a GM.) When I'm wearing the GM hat, I make an effort to work in interesting mobs (e.g., the plant creature that heals as long as it is touching the ground) and terrain elements. I don't want combats to feel like gotcha puzzles, though, so the PC's can of course always barrel ahead and win through attrition. That's a good point. I'm going to noodle on that a bit - I like the idea of moving past the mundane rounds of combat and only dropping into turn-by-turn action when there are more interesting bits to play through. Amen. I don't want to have a two-hour adventuring day, but the system does feel like it's designed around the assumption that there are a few "trash mob" encounters that encourage the PC's to burn through some of their resources before they get to the BBEG. [/QUOTE]
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Game mechanics to keep routine combats interesting?
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