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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
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="Imaro" data-source="post: 8994588" data-attributes="member: 48965"><p>Can I throw this back at you first... why am I having a fight that isn't narratively important (but dangerous??) if only having narratively important fights is a concern of mine for my game (more importantly why am I expecting a game based off of combat attrition as opposed to narratively important combat) to do this job? D&D is a game of attrition, that's part of it's design... asking how do you do something that is antithetical to its design and default way of play seems odd... especially from someone as concerned about game design as you. It's akin to asking okay I know its natural way of movement is flight but how do I get this Eagle to crawl on all fours... and then declaring that a failure on the Eagle's part because it can't.</p><p></p><p>Now to answer your question... treat it as a hazard/trap since that is essentially what you want with no initiative allowed. Have them make a DC check to "spot" the hazard/impending combatants if there is a chance of surprise... (Those who fail take unavoidable damage based on severity). determine the hazard/combatants severity using traps by level and use the traps DC for each player to make an single check based on their overall actions in the fight in order to avoid taking damage. If they fail they take damage and either way combat ends once each player has made an ability check. This combat will literally be over in 5-7mins... and all I did was use the rules for traps/hazards.</p><p></p><p>But again...why did I want to run a combat in this manner using D&D? </p><p></p><p></p><p></p><p></p><p>Vicious Mockery and Psychic damage would like to have a word with you.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8994588, member: 48965"] Can I throw this back at you first... why am I having a fight that isn't narratively important (but dangerous??) if only having narratively important fights is a concern of mine for my game (more importantly why am I expecting a game based off of combat attrition as opposed to narratively important combat) to do this job? D&D is a game of attrition, that's part of it's design... asking how do you do something that is antithetical to its design and default way of play seems odd... especially from someone as concerned about game design as you. It's akin to asking okay I know its natural way of movement is flight but how do I get this Eagle to crawl on all fours... and then declaring that a failure on the Eagle's part because it can't. Now to answer your question... treat it as a hazard/trap since that is essentially what you want with no initiative allowed. Have them make a DC check to "spot" the hazard/impending combatants if there is a chance of surprise... (Those who fail take unavoidable damage based on severity). determine the hazard/combatants severity using traps by level and use the traps DC for each player to make an single check based on their overall actions in the fight in order to avoid taking damage. If they fail they take damage and either way combat ends once each player has made an ability check. This combat will literally be over in 5-7mins... and all I did was use the rules for traps/hazards. But again...why did I want to run a combat in this manner using D&D? Vicious Mockery and Psychic damage would like to have a word with you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How much control do DMs need?
Top