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Grind-out fights, unconscious heroes, and retreat
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<blockquote data-quote="redrick" data-source="post: 6618415" data-attributes="member: 6777696"><p>I know! I want to run some good escape scenes!</p><p></p><p></p><p></p><p>I have seen this happen a little less in 5e than I remember it happening in 4e, because there are no longer any "encounter" powers, meaning that players don't automatically open each combat with their strongest combo. So, in the 3rd round, a fighter might see an opening and use an action surge to try to break the back of the opposition and rout them. Spellcasters also usually keep at least one slot "in reserve" for when **** really gets real. The only resources that seem to get used overwhelmingly at the beginning of combat are large area of effect and control spells. Fireballs make great opening moves, but my players have not yet been nihilistically desperate enough to drop one on a melee once half the party is locked into it.</p><p></p><p>Of course, a fight like the one I described in the OP finishes as a grueling grind, because it's probably gone on for more than 10 rounds, at which point, every resource has been burned, and you're trying to throw healing potions across the room to get the fighter up. (Valiant effort, except the ranger was knocked out before she could administer the potion.)</p><p></p><p>I think part of the sense of doom was because I wasn't hiding the fact that I thought the situation had gotten out of hand, but also wasn't making any indications that I planned to put it back "in hand." I figured I was watching myself administer a TPK. And I may have cackled every time a villain landed a hit on the 19 AC plate dwarf. In a cartoonish french accent.</p><p></p><p>I do like the possibility of a mechanic where some sort of mechanic is earned after a certain amount of time in combat. Might be too gamist for some, but, if done right, it could be fun. On the other hand, since I'm trying to get my players to cut their losses more often, the idea of introducing a special combo that opens up after 5 rounds of combat seems a little antithetical.</p></blockquote><p></p>
[QUOTE="redrick, post: 6618415, member: 6777696"] I know! I want to run some good escape scenes! I have seen this happen a little less in 5e than I remember it happening in 4e, because there are no longer any "encounter" powers, meaning that players don't automatically open each combat with their strongest combo. So, in the 3rd round, a fighter might see an opening and use an action surge to try to break the back of the opposition and rout them. Spellcasters also usually keep at least one slot "in reserve" for when **** really gets real. The only resources that seem to get used overwhelmingly at the beginning of combat are large area of effect and control spells. Fireballs make great opening moves, but my players have not yet been nihilistically desperate enough to drop one on a melee once half the party is locked into it. Of course, a fight like the one I described in the OP finishes as a grueling grind, because it's probably gone on for more than 10 rounds, at which point, every resource has been burned, and you're trying to throw healing potions across the room to get the fighter up. (Valiant effort, except the ranger was knocked out before she could administer the potion.) I think part of the sense of doom was because I wasn't hiding the fact that I thought the situation had gotten out of hand, but also wasn't making any indications that I planned to put it back "in hand." I figured I was watching myself administer a TPK. And I may have cackled every time a villain landed a hit on the 19 AC plate dwarf. In a cartoonish french accent. I do like the possibility of a mechanic where some sort of mechanic is earned after a certain amount of time in combat. Might be too gamist for some, but, if done right, it could be fun. On the other hand, since I'm trying to get my players to cut their losses more often, the idea of introducing a special combo that opens up after 5 rounds of combat seems a little antithetical. [/QUOTE]
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