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L&L D&D Next Goals, Part Two
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<blockquote data-quote="I'm A Banana" data-source="post: 6073555" data-attributes="member: 2067"><p>Depends on the group, but...</p><p></p><p>It could be just fun to beat a few kobold skulls.</p><p></p><p>Those kobolds might be more set dressing -- the "real gameplay" lies elsewhere.</p><p></p><p>The PC's get to show off their powers and abilties.</p><p></p><p>They could be a small part of the massive kobold tribe and the party is fighting a war of attrition against them, being the terror that haunts their dreams and the bogeymen who momma kobolds tell their hatchlings will come and take them in the night. </p><p></p><p>Etc.</p><p></p><p>Not that it's a good idea for all combats to be like that, but they have their purpose.</p><p></p><p></p><p></p><p>Fight length does not determine this.</p><p></p><p>If you design for quick fights and allow for longer fights, you'll capture a more casual crowd while being able to satisfy the more refined tastes of the hardcore later.</p><p></p><p>If you design for longer fights and allow for quicker fights, you're only going to capture the hardcore, because the casual are going to walk away before they're going to tinker with the system. </p><p></p><p>Good fights and meaningful fights can be quick, so by default, they should be. You can always turn up the dial if that seems weak sauce for your particular play-style.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6073555, member: 2067"] Depends on the group, but... It could be just fun to beat a few kobold skulls. Those kobolds might be more set dressing -- the "real gameplay" lies elsewhere. The PC's get to show off their powers and abilties. They could be a small part of the massive kobold tribe and the party is fighting a war of attrition against them, being the terror that haunts their dreams and the bogeymen who momma kobolds tell their hatchlings will come and take them in the night. Etc. Not that it's a good idea for all combats to be like that, but they have their purpose. Fight length does not determine this. If you design for quick fights and allow for longer fights, you'll capture a more casual crowd while being able to satisfy the more refined tastes of the hardcore later. If you design for longer fights and allow for quicker fights, you're only going to capture the hardcore, because the casual are going to walk away before they're going to tinker with the system. Good fights and meaningful fights can be quick, so by default, they should be. You can always turn up the dial if that seems weak sauce for your particular play-style. [/QUOTE]
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