Sometimes you want a long "are we gonna make it" battle.
I'm curious if halving the hp of everything will eliminate the difficulty to a point where the players feel the battle is always in their favor and thus incredibly boring.
I like the idea of eliminating boring mop up, but I think this can be done creatively. As the boring meter goes up the dm's decision to make the battle either more interesting or finished should strengthen. If creatures know they have lost, the dm can just have some of them cower in fear or run away. It also doubles as another situation the players can decide how to deal with them or if they want to spare their lives (Still get xp, plus possible future repercussions/rewards). They can keep one hostage for interrogation or maybe one hides, and thinks of a way to attempt one last solo scheme to stop the party.
I think its funner stuff then:
"I attack"
"You deal 10 damage and kill it"
".... wasn't that ___ supposed to have like way more hp's"
"Yea but those are boring hps, this makes the game faster"
I'm curious if halving the hp of everything will eliminate the difficulty to a point where the players feel the battle is always in their favor and thus incredibly boring.
I like the idea of eliminating boring mop up, but I think this can be done creatively. As the boring meter goes up the dm's decision to make the battle either more interesting or finished should strengthen. If creatures know they have lost, the dm can just have some of them cower in fear or run away. It also doubles as another situation the players can decide how to deal with them or if they want to spare their lives (Still get xp, plus possible future repercussions/rewards). They can keep one hostage for interrogation or maybe one hides, and thinks of a way to attempt one last solo scheme to stop the party.
I think its funner stuff then:
"I attack"
"You deal 10 damage and kill it"
".... wasn't that ___ supposed to have like way more hp's"
"Yea but those are boring hps, this makes the game faster"