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General Tabletop Discussion
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Help me reduce the No. of rounds/encounter
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<blockquote data-quote="King Nate" data-source="post: 4580956" data-attributes="member: 7435"><p>I have a system set up where, when someone (creature or character) becomes bloodied they gain the status:</p><p></p><p> [Bleeding - Ongoing 5 dam. (save ends)] </p><p></p><p>In most cases the creatures are the main ones that end up with this status, thus speeding up combat a little. </p><p></p><p>Now there are times when players will start to notice that they can't lose the fight and it's only a matter of chipping away at hit points. In these cases any creature with any intelligence will also know that they cannot win the fight and that it's only a matter of time till they die. They run. (That's what I would do in real life if I know I can't win and that I am going to die.)</p><p></p><p>Let the players chase if they really want to. (They are going to get the XP either way, making a creature run is the same as defeating it. Let the players know this if they are unclear about it)</p><p></p><p>You can turn the chase into a skill challenge (This will change things up a little)</p><p></p><p>You can turn the chase into an ambush. (Since there was no 5 minute rest between the encounter and ambush they don't get their encounter powers back.)</p><p></p><p>You can make the chase just that a chase. If the players are still willing to chip away the hit points of the creature, don't take that away from them just change it from standing there fighting to a chase fight. (The creature takes paths he knows are trapped, the creature closes doors and locks them on the PCs, the creature runs across a rope bridge then tries to cut it down on the PCs as they cross. Make the chase exciting.)</p><p></p><p>Finally don't make ever creature that successfully escapes warn everyone that the PCs are there. If you do the PCs will always give chase. If they know that the creature won't warn anyone else and that they still get XP (since a running away creature is considered defeated) they will give less chases.</p></blockquote><p></p>
[QUOTE="King Nate, post: 4580956, member: 7435"] I have a system set up where, when someone (creature or character) becomes bloodied they gain the status: [Bleeding - Ongoing 5 dam. (save ends)] In most cases the creatures are the main ones that end up with this status, thus speeding up combat a little. Now there are times when players will start to notice that they can't lose the fight and it's only a matter of chipping away at hit points. In these cases any creature with any intelligence will also know that they cannot win the fight and that it's only a matter of time till they die. They run. (That's what I would do in real life if I know I can't win and that I am going to die.) Let the players chase if they really want to. (They are going to get the XP either way, making a creature run is the same as defeating it. Let the players know this if they are unclear about it) You can turn the chase into a skill challenge (This will change things up a little) You can turn the chase into an ambush. (Since there was no 5 minute rest between the encounter and ambush they don't get their encounter powers back.) You can make the chase just that a chase. If the players are still willing to chip away the hit points of the creature, don't take that away from them just change it from standing there fighting to a chase fight. (The creature takes paths he knows are trapped, the creature closes doors and locks them on the PCs, the creature runs across a rope bridge then tries to cut it down on the PCs as they cross. Make the chase exciting.) Finally don't make ever creature that successfully escapes warn everyone that the PCs are there. If you do the PCs will always give chase. If they know that the creature won't warn anyone else and that they still get XP (since a running away creature is considered defeated) they will give less chases. [/QUOTE]
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Help me reduce the No. of rounds/encounter
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