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L&L D&D Next Goals, Part Two
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<blockquote data-quote="Rhenny" data-source="post: 6073656" data-attributes="member: 18333"><p>What I like about D&DNext so far, and what I've been reading about is that DM can make it what works for his game or his players. There is certainly a need to be able to have very short, moderately long and longer battles. In some game sessions, I love to have the PCs explore and travel, but also encounter a number of shorter combats that are designed to give flavor to the experience and wear down the PCs. It is so easy to use easy/short combats to help combat the 5 minute work day. They are necessary. In addition, small skirmishes can surprise players. Hit and run tactics, and small numbers of foes popping up in random encounters and planed ambushes or scouting sortees works well to keep players/PCs on their toes. Also, it is important to vary combat difficulty and length so that players don't always expect the same old same old. If every battle is an hour long tactical tour-de-force, those types of battles lose their dramatic power. So far, it has been pretty easy to manipulate monster numbers (and change hit point values of specific individual monsters to reflect elite versions), to create much more interesting varieties of battles, and avoid the 5 minute work day that better emulates a fluid and engaging story. I think the Basic Design, with levels of complexity layered on top will help.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 6073656, member: 18333"] What I like about D&DNext so far, and what I've been reading about is that DM can make it what works for his game or his players. There is certainly a need to be able to have very short, moderately long and longer battles. In some game sessions, I love to have the PCs explore and travel, but also encounter a number of shorter combats that are designed to give flavor to the experience and wear down the PCs. It is so easy to use easy/short combats to help combat the 5 minute work day. They are necessary. In addition, small skirmishes can surprise players. Hit and run tactics, and small numbers of foes popping up in random encounters and planed ambushes or scouting sortees works well to keep players/PCs on their toes. Also, it is important to vary combat difficulty and length so that players don't always expect the same old same old. If every battle is an hour long tactical tour-de-force, those types of battles lose their dramatic power. So far, it has been pretty easy to manipulate monster numbers (and change hit point values of specific individual monsters to reflect elite versions), to create much more interesting varieties of battles, and avoid the 5 minute work day that better emulates a fluid and engaging story. I think the Basic Design, with levels of complexity layered on top will help. [/QUOTE]
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