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General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
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<blockquote data-quote="jgsugden" data-source="post: 9614624" data-attributes="member: 2629"><p>These threads are one of the reasons why I think we need more DM guidance that actually provides advice for DMs on running games, not just on rules. I've long thought there should be 5 D&D books: PHB (minus spells, a little guidance on story contribution expectations for players), MM, Magic Folio (Spells, Magic Items), DMG Rules, and DMG Guidance. DMG Guidance would cover storytelling, acting, handling players that present challenges, etc...)</p><p></p><p>D&D is a role playing game. Characters are playing characters in a story. The story has to be told well to keep it interesting - and that requires controlling things like tempo in the narrative. </p><p></p><p>If the combat is dragging - end it. Have the bad guys run away or surrender. Or, if necessary, give the PCs a way to easily end the combat via a McGuffin in the environment (a ceiling they can collapse, for example). </p><p></p><p>In the future, design every combat to add an interesting environmental quirk that makes the combat different from other combats. Are there elevated platforms that could be used? A lava pool? Quicksand? A Roper that the PCs want to stay out of the reach of? Then build in clocks. Something will happen during the combat. Either an extra wave of enemies will arrive, a key enemy will be trying to escape, or a ceremony will be completed, or the environment will change .... something that the PCs can be trying to beat. </p><p></p><p>These are the basic tools I try to incorporate when building combats to keep them different and engaging.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9614624, member: 2629"] These threads are one of the reasons why I think we need more DM guidance that actually provides advice for DMs on running games, not just on rules. I've long thought there should be 5 D&D books: PHB (minus spells, a little guidance on story contribution expectations for players), MM, Magic Folio (Spells, Magic Items), DMG Rules, and DMG Guidance. DMG Guidance would cover storytelling, acting, handling players that present challenges, etc...) D&D is a role playing game. Characters are playing characters in a story. The story has to be told well to keep it interesting - and that requires controlling things like tempo in the narrative. If the combat is dragging - end it. Have the bad guys run away or surrender. Or, if necessary, give the PCs a way to easily end the combat via a McGuffin in the environment (a ceiling they can collapse, for example). In the future, design every combat to add an interesting environmental quirk that makes the combat different from other combats. Are there elevated platforms that could be used? A lava pool? Quicksand? A Roper that the PCs want to stay out of the reach of? Then build in clocks. Something will happen during the combat. Either an extra wave of enemies will arrive, a key enemy will be trying to escape, or a ceremony will be completed, or the environment will change .... something that the PCs can be trying to beat. These are the basic tools I try to incorporate when building combats to keep them different and engaging. [/QUOTE]
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Community
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Is Combat Tedious on Purpose?
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