Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Faster minor battles
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 5887523" data-attributes="member: 20805"><p>I recommend using skill challenges to represent minor skirmishes, with loss of healing surges or taking damage as a threat in the game. I use a modification of Stalker0's Obsidian skill challenge in which the players 'bid' healing surges to get skill checks. If they succeed, they don't lose the surge.</p><p></p><p></p><p>  Also, alternative combat methods include the 'Stealth Combat', in which combatants that are unaware have a reduced hit point total, allowing the one-hit kill to take out a sentry and a botched job ending up with a valid threat facing the group {also keeps a gang of minions guards from being auto-killed by a controller}</p><p></p><p>  First round minions... I love this rule. Every once in a while declare out loud that it is a first round minion fight. The PCs get to deal a ton of damage and slaughter for the first round. It gets them to charge in headlong and spread out instead of clumping up.</p><p></p><p>  Ditch the grid and use Zones. In the General forum I recently posted about Runeward Zone Combat from a blog about game options.  Zones reduce the focus on precision and still provides support for most of the powers. For example, a bard that grants an ally a shift 1 is useless as movement but can be converted to a bonus to defenses or a bonus to a single attack roll.</p><p></p><p> Half hit point monsters, use of Blood Stone terrain {creatures crit on a 19 or better}, and morale rules can cut down on the length of the game.</p><p></p><p></p><p>  Off the table... circular initiative. Ditch rolling to see who goes first, just start with the player to your left and work around the table.</p><p> Pre-roll monster attacks. Use a sheet of paper with 10 columns, each column has 10 pre-rolled D20 checks. At the start of the session randomly select a column and then work your way down the column.</p><p></p><p> Use average damage for monster attacks, low-ball slightly to off-set the randomness of dice.</p><p></p><p>   Use a monster group dice pool. Instead of tracking damage for each critter on the field, just track clumps of hit points and bloody/kill monsters that are  narratively appropriate.</p><p></p><p>  Avoid complex monsters! In the session last night I lost track of the special abilities as there were 6 critters on the board, each with special tricks. Use skill stunts in place of special abilities to make the creatures memorable {basically make up their encounter powers on the spot... don't tell my players this one!}</p><p></p><p></p><p>Radiating Gnome's thread has some good stuff in it too  <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5887523, member: 20805"] I recommend using skill challenges to represent minor skirmishes, with loss of healing surges or taking damage as a threat in the game. I use a modification of Stalker0's Obsidian skill challenge in which the players 'bid' healing surges to get skill checks. If they succeed, they don't lose the surge. Also, alternative combat methods include the 'Stealth Combat', in which combatants that are unaware have a reduced hit point total, allowing the one-hit kill to take out a sentry and a botched job ending up with a valid threat facing the group {also keeps a gang of minions guards from being auto-killed by a controller} First round minions... I love this rule. Every once in a while declare out loud that it is a first round minion fight. The PCs get to deal a ton of damage and slaughter for the first round. It gets them to charge in headlong and spread out instead of clumping up. Ditch the grid and use Zones. In the General forum I recently posted about Runeward Zone Combat from a blog about game options. Zones reduce the focus on precision and still provides support for most of the powers. For example, a bard that grants an ally a shift 1 is useless as movement but can be converted to a bonus to defenses or a bonus to a single attack roll. Half hit point monsters, use of Blood Stone terrain {creatures crit on a 19 or better}, and morale rules can cut down on the length of the game. Off the table... circular initiative. Ditch rolling to see who goes first, just start with the player to your left and work around the table. Pre-roll monster attacks. Use a sheet of paper with 10 columns, each column has 10 pre-rolled D20 checks. At the start of the session randomly select a column and then work your way down the column. Use average damage for monster attacks, low-ball slightly to off-set the randomness of dice. Use a monster group dice pool. Instead of tracking damage for each critter on the field, just track clumps of hit points and bloody/kill monsters that are narratively appropriate. Avoid complex monsters! In the session last night I lost track of the special abilities as there were 6 critters on the board, each with special tricks. Use skill stunts in place of special abilities to make the creatures memorable {basically make up their encounter powers on the spot... don't tell my players this one!} Radiating Gnome's thread has some good stuff in it too :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Faster minor battles
Top