I just think concentration is so inconsistently applied that it either shouldn't be a thing or should perhaps be revised in its use.
Oh totally! I always like to read about ppl's home brew ideas and use some myself! Some of the concentration ideas later down this thread seem pretty cool. I didn't mean it that way at all. Ideas are great and that flexibility is one of the basic features of the game.Let's be fair. It is certainly possible to level reasonable objections to a system, no matter how popular, without first having to provide your game design credentials.
Heh - I'm running that one right now and, as written, if the PCs are taking on the whole lot of monsters at once (rather than taking them on piecemeal in a controlled fashion) they've really messed up somehow; yes it would be a long combat, and unless the PCs are quite powerful would probably wipe them out.The fact is, I love the idea of D&D combat. And I have always been disappointed by it. In 1e AD&D we quit playing halfway through the module The Gauntlet because there was this fort full of medium-level humanoids (5 to 7 HD) barring the way of the party, and the fight lasted FOREVER to the point where the players just gave up.
Agreed. I noticed this more with 3e than 1e, and have anecdotally heard it to be even more prevalent in 4e and perhaps 5e.Then there's the strange phenomenon that many fights start out with a feeling that the PCs are going to get stomped really bad, and then hafway through it changes: victory becomes inevitable.
The designers likely heard complaints during 3e that combat was too swingy, hence the removal of most save-or-die/suck effects in 4e and 5e in favour of having everything go to hit points.But because of the hit point bloat and not enough options to take opponents out of the fight in a non-lethal way, the fight drags on and on and loses most of its excitement. In real life, pointing your sword at the chest or head of a disarmed opponent would be enough to make them reconsider their options; in D&D, they 'know' they can take 'just a flesh wound if even that' and have no reason not to continue the fight.
Personally, I think the rules need to stimulate the visual aspects of the fight (hit locations, called shots, detailed crits, specific moves) - that's what I would call cinematic combat. Many of these options are present as optional rules in the DMG but rarely if ever used.
Very much this.Hit locations and called shots etc. are nice ideas in theory but the practice is that they can really bog things down in play. If you're looking to speed up combat they might not be the answer.![]()
Fun abilities is tough: I think novelty is probably the best you can do, but that's very relative. What's new to me may be old hat to you. This is why monsters with one signature ability tend to be more fun than ones with no special ability, or ones who use standard features. The stick out.Related question: what makes a monster fun or not fun in combat?
Thinking about newly announced statblock format and looking at various 3rd party ideas (tome of beasts, "action-oriented" monsters), it seems that people like monsters to have several special abilities that have a discrete tactical effect--imposing a condition, area of effect vs single target, teleportation/movement, enabling allies (giving extra turns, using reactions), particular damage types, legendary/lair actions.
What sort of abilities make a monster inherently more interesting when it comes to combat? Conversely, what's the minimum viable monster? AD&D statblocks were very simple, and generally a monster had one special thing that they did at most. Same with osr games obviously. So what kind of monster design makes combat fun, for you?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.