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<blockquote data-quote="firesnakearies" data-source="post: 5181650" data-attributes="member: 71334"><p>I don't mind long encounters, either in number of rounds or length of real time. In fact, any fight which is resolved quickly feels like a bit of a rip-off to me, as a player. If it was that easy, or that tactically simple that we were able to polish it off in just a few rounds, or a short amount of time, I figure it wasn't much of a fight. At which point, I ask, "Why'd we even have to <em>have</em> that encounter?" I'd rather every fight be big, scary, important, and tactically demanding.</p><p></p><p>To me, the fact that a fight lasts 20 rounds, or takes three hours of real time, doesn't mean it's "grind". Grind, to me, is a very rare experience. It's just when a fight is truly <em>boring</em>, and it drags on. But I don't find that many boring fights. In my experience, if a battle is boring, it's only boring because it's way too easy, in which case we finish it fast, anyway.</p><p></p><p>DMs should be making every encounter dynamic, interesting and fun, exciting and tactically complex. Add special terrain, multiple levels of elevation, traps, objects in the area that can be manipulated in various ways to affect the battle, triggered events that take place at later points in the fight (reinforcements arrive, or some enemies attempt to flee to a more advantageous area), creatures that move around a lot (taking cover, distancing themselves to snipe, hiding, maneuvering around to outflank, and so forth), and reasons for the PCs to move around a lot, too.</p><p></p><p>I find that if encounters are exciting, dangerous, and complex like this, then it doesn't matter much how long they take. It's fun, people stay on their toes, and stay invested, and it's not grind.</p><p></p><p>Sure, if you're just fighting a bunch of brutes standing around in a plain 30'x30' room, slugging it out with nothing changing from round-to-round, I can see where you'd experience grind.</p><p></p><p>I just don't think it's much of a problem, personally.</p></blockquote><p></p>
[QUOTE="firesnakearies, post: 5181650, member: 71334"] I don't mind long encounters, either in number of rounds or length of real time. In fact, any fight which is resolved quickly feels like a bit of a rip-off to me, as a player. If it was that easy, or that tactically simple that we were able to polish it off in just a few rounds, or a short amount of time, I figure it wasn't much of a fight. At which point, I ask, "Why'd we even have to [I]have[/I] that encounter?" I'd rather every fight be big, scary, important, and tactically demanding. To me, the fact that a fight lasts 20 rounds, or takes three hours of real time, doesn't mean it's "grind". Grind, to me, is a very rare experience. It's just when a fight is truly [I]boring[/I], and it drags on. But I don't find that many boring fights. In my experience, if a battle is boring, it's only boring because it's way too easy, in which case we finish it fast, anyway. DMs should be making every encounter dynamic, interesting and fun, exciting and tactically complex. Add special terrain, multiple levels of elevation, traps, objects in the area that can be manipulated in various ways to affect the battle, triggered events that take place at later points in the fight (reinforcements arrive, or some enemies attempt to flee to a more advantageous area), creatures that move around a lot (taking cover, distancing themselves to snipe, hiding, maneuvering around to outflank, and so forth), and reasons for the PCs to move around a lot, too. I find that if encounters are exciting, dangerous, and complex like this, then it doesn't matter much how long they take. It's fun, people stay on their toes, and stay invested, and it's not grind. Sure, if you're just fighting a bunch of brutes standing around in a plain 30'x30' room, slugging it out with nothing changing from round-to-round, I can see where you'd experience grind. I just don't think it's much of a problem, personally. [/QUOTE]
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