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General Tabletop Discussion
*Dungeons & Dragons
GM's are you bored of your combat and is it because you made it boring?
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<blockquote data-quote="ClaytonCross" data-source="post: 8087805" data-attributes="member: 6880599"><p>It's encouraging the GM to find away to be as interested in tactical combat as the players are so they don't run from it while the players are a having fun. That has <u>nothing to do with DM fiat</u>. It has to do with GMs not quitting campaigns players are enjoying because the GM finds them painful and instead helping the GM to have as much fun as the players.</p><p></p><p>The encouragement is of adversarial play is only one suggestion among may listed and was suggested with lower difficulty fights in which the player party is guaranteed to win not with the intent to kill PCs or TPK. Your speaking as though its the topic and intent... its not.</p><p></p><p>The fact that some encouragement the other way is their is because you not trying to actually make the combat overall harder for players. <strong>The whole point of the thread is to make it more interesting and fun to run for the GM</strong>. You can do that by maintaining comfortable management, increasing your number of engaging choices, while still maintaining a relative equal difficulty for players. Maintaining difficulty while increasing choices can be achived through a number of suggestions. Turrain effects both sides, Motive mean the NPC may not even be trying to hurt the PCs, reduction in then numbers of enemies can off set the management cost of more choices, and the use of multiple lower powered bosses instead of one maxed out boss can be roughly of equal power but significantly more interesting of the GM to run because they to make more meaningful choices and losing one creates a loss of options which can mean the GM feels the lose but that combat goes on so that the GM doesn't immediately forget it making it more of an impact to the GM.</p><p></p><p>Rule #1 is that all other rules are <strong>suggestions to help</strong> not requirements to prevent you from having choices.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 8087805, member: 6880599"] It's encouraging the GM to find away to be as interested in tactical combat as the players are so they don't run from it while the players are a having fun. That has [U]nothing to do with DM fiat[/U]. It has to do with GMs not quitting campaigns players are enjoying because the GM finds them painful and instead helping the GM to have as much fun as the players. The encouragement is of adversarial play is only one suggestion among may listed and was suggested with lower difficulty fights in which the player party is guaranteed to win not with the intent to kill PCs or TPK. Your speaking as though its the topic and intent... its not. The fact that some encouragement the other way is their is because you not trying to actually make the combat overall harder for players. [B]The whole point of the thread is to make it more interesting and fun to run for the GM[/B]. You can do that by maintaining comfortable management, increasing your number of engaging choices, while still maintaining a relative equal difficulty for players. Maintaining difficulty while increasing choices can be achived through a number of suggestions. Turrain effects both sides, Motive mean the NPC may not even be trying to hurt the PCs, reduction in then numbers of enemies can off set the management cost of more choices, and the use of multiple lower powered bosses instead of one maxed out boss can be roughly of equal power but significantly more interesting of the GM to run because they to make more meaningful choices and losing one creates a loss of options which can mean the GM feels the lose but that combat goes on so that the GM doesn't immediately forget it making it more of an impact to the GM. Rule #1 is that all other rules are [B]suggestions to help[/B] not requirements to prevent you from having choices. [/QUOTE]
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GM's are you bored of your combat and is it because you made it boring?
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