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General Tabletop Discussion
*Dungeons & Dragons
Game mechanics to keep routine combats interesting?
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<blockquote data-quote="bloodtide" data-source="post: 9390812" data-attributes="member: 6684958"><p>My three basics:</p><p></p><p>1.Environment. You want a three dimensional interactive place for battles. Avoid the flat blank places. This really does require some more movement rules then 5E has, so you will need to add some. Even just a fight on a floating log bridge across a fast moving river gives you ranged attacks from each riverbank, melee fighting on the bridge, knocking folks into the river and folks getting washed down stream. An orc tree fort is even more fun with the three dimensions.</p><p></p><p>2.Weapons and Equipment. Again 5E is a bit flat here, but you can add lots of weapons and equipment to do things beyond just damage. </p><p></p><p>3.Magic. Take the above and add lots of magic. You want "too much magic". You can have a ton of run with the ruins of a teleport terminal where each alcove teleports you to a set other alcove. Toss in a battle and you have foes running around teleporting in behind each other and other such crazy shenanigans. </p><p></p><p>For some specific rules, my players love:</p><p></p><p>The All Shields Sundered rule, where you can let your shield be destroyed in order to negotiate all damage and effects from a hit.</p><p></p><p>Action Damage is like the above except the attacker can state an effect on a target instead of the damage. But the target gets to pick if they want the effect or damage. This works great with things like disarm, trip and push. And works even better with good environments, like the log river bridge above. Where players can knock goblins into the river....</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9390812, member: 6684958"] My three basics: 1.Environment. You want a three dimensional interactive place for battles. Avoid the flat blank places. This really does require some more movement rules then 5E has, so you will need to add some. Even just a fight on a floating log bridge across a fast moving river gives you ranged attacks from each riverbank, melee fighting on the bridge, knocking folks into the river and folks getting washed down stream. An orc tree fort is even more fun with the three dimensions. 2.Weapons and Equipment. Again 5E is a bit flat here, but you can add lots of weapons and equipment to do things beyond just damage. 3.Magic. Take the above and add lots of magic. You want "too much magic". You can have a ton of run with the ruins of a teleport terminal where each alcove teleports you to a set other alcove. Toss in a battle and you have foes running around teleporting in behind each other and other such crazy shenanigans. For some specific rules, my players love: The All Shields Sundered rule, where you can let your shield be destroyed in order to negotiate all damage and effects from a hit. Action Damage is like the above except the attacker can state an effect on a target instead of the damage. But the target gets to pick if they want the effect or damage. This works great with things like disarm, trip and push. And works even better with good environments, like the log river bridge above. Where players can knock goblins into the river.... [/QUOTE]
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