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General Tabletop Discussion
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How to actually run a combat encounter?
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<blockquote data-quote="mneme" data-source="post: 5939683" data-attributes="member: 59248"><p>Running a combat encounter is the easy job. Frankly, if you've been a player, your have all the experience you need to do a servicable job behind the GM screen in a combat encounter -- because it's basically the same. </p><p></p><p>I mean, seriously -- as a player, you:</p><p></p><p>Wait for it to be your turn (unless you have a triggered action like an OA or interrupt, or someone targets you with an attack/effect, in which case you say whether you were hit or not and play out the resulting effect).</p><p></p><p>Drop into your character's headspace (if you're not already there), concoct a plan of action based on your goals, and take your actions, roleplaying as needed.</p><p></p><p>End your turn.</p><p></p><p>And as a GM, you:</p><p></p><p>Wait for it to be one of your monsters' turns (unless one of your monsters has a triggered action like an OA or interrupt, or someone targets it with an attack/effect, in which case you say whether the monster was hit or not and play out the resulting effect).</p><p></p><p>Drop into the monster whose turn it is's headspace (if you're not already there), concoct a plan of action based on it's goals, and take it's actions, roleplaying as needed.</p><p></p><p>End the monster's turn.</p><p></p><p>Of course, you do have a few other big other jobs -- to resolve rules questions and make judgement calls. But a lot of the time that doesn't happen, and when it does, you make a judgement and then move on.</p><p></p><p>Sure, you might take on other jobs too -- you might run the initiative track (although that can be parcelled out ot a player), traps and board hazards count as "your monsters", and you -might- modify your monsters' actions (or even the situation, adding extra monsters when your initial set prove to be too weak, or not bringing in the planned reserves when it turns out that the initial setup was too much of a challenge, or just calling a combat when it's all over but the moping up) based on dramatic necesssity or the player's fun, or the time you have left, or whatnot. But really, that's most of what's going on in a combat -- for the GM, it's just like running a bunch of simpler characters.</p></blockquote><p></p>
[QUOTE="mneme, post: 5939683, member: 59248"] Running a combat encounter is the easy job. Frankly, if you've been a player, your have all the experience you need to do a servicable job behind the GM screen in a combat encounter -- because it's basically the same. I mean, seriously -- as a player, you: Wait for it to be your turn (unless you have a triggered action like an OA or interrupt, or someone targets you with an attack/effect, in which case you say whether you were hit or not and play out the resulting effect). Drop into your character's headspace (if you're not already there), concoct a plan of action based on your goals, and take your actions, roleplaying as needed. End your turn. And as a GM, you: Wait for it to be one of your monsters' turns (unless one of your monsters has a triggered action like an OA or interrupt, or someone targets it with an attack/effect, in which case you say whether the monster was hit or not and play out the resulting effect). Drop into the monster whose turn it is's headspace (if you're not already there), concoct a plan of action based on it's goals, and take it's actions, roleplaying as needed. End the monster's turn. Of course, you do have a few other big other jobs -- to resolve rules questions and make judgement calls. But a lot of the time that doesn't happen, and when it does, you make a judgement and then move on. Sure, you might take on other jobs too -- you might run the initiative track (although that can be parcelled out ot a player), traps and board hazards count as "your monsters", and you -might- modify your monsters' actions (or even the situation, adding extra monsters when your initial set prove to be too weak, or not bringing in the planned reserves when it turns out that the initial setup was too much of a challenge, or just calling a combat when it's all over but the moping up) based on dramatic necesssity or the player's fun, or the time you have left, or whatnot. But really, that's most of what's going on in a combat -- for the GM, it's just like running a bunch of simpler characters. [/QUOTE]
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