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last encounter was totally one-sided
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<blockquote data-quote="OB1" data-source="post: 6958728" data-attributes="member: 6796241"><p>You may want to try D&D 4e. There is a great podcast call Critical Hit that has been playing in 4e for 7 or 8 years now, and it fits exactly the style you are describing. 4e is in the D&D setting, has the same monsters, and has tons of books already published for everyone to choose from. 4e still expects at least 2 encounters a day, but the CH podcast group doesn't often follow that and ends up with epic (2-4 hour long) combat sequences at the end of a narrative section.</p><p></p><p>Because while you can mod 5e to fit the style you want, it's never going to fit quite right. But if I may ask, why are you so opposed to trying a different style of play? Or even trying the very simple fix of adding in the occasional surprise combat after the main combat to keep the PCs honest. Stretching into new styles and trying different things allows you to grow as a DM and potentially discover new ways to entertain and challenge your players. </p><p></p><p>I'd never run 6-8 encounter days prior to 5e, and started off with 2-3 massive ones before trying to run as the rules suggest. What I found was that my players love having a series of quick ToM combats that take 10-15 minutes each to resolve and end the night with a massive grid based battle royale. More importantly, they know that their success or failure in that final battle is dependent on how well they approach and resolve challenges earlier in the mission. And the absolute best is when they approach that final boss battle, knowing that they are depleted but that if they leave for a rest they will fail their primary objective, and pushing on anyhow despite the risk of TPK.</p></blockquote><p></p>
[QUOTE="OB1, post: 6958728, member: 6796241"] You may want to try D&D 4e. There is a great podcast call Critical Hit that has been playing in 4e for 7 or 8 years now, and it fits exactly the style you are describing. 4e is in the D&D setting, has the same monsters, and has tons of books already published for everyone to choose from. 4e still expects at least 2 encounters a day, but the CH podcast group doesn't often follow that and ends up with epic (2-4 hour long) combat sequences at the end of a narrative section. Because while you can mod 5e to fit the style you want, it's never going to fit quite right. But if I may ask, why are you so opposed to trying a different style of play? Or even trying the very simple fix of adding in the occasional surprise combat after the main combat to keep the PCs honest. Stretching into new styles and trying different things allows you to grow as a DM and potentially discover new ways to entertain and challenge your players. I'd never run 6-8 encounter days prior to 5e, and started off with 2-3 massive ones before trying to run as the rules suggest. What I found was that my players love having a series of quick ToM combats that take 10-15 minutes each to resolve and end the night with a massive grid based battle royale. More importantly, they know that their success or failure in that final battle is dependent on how well they approach and resolve challenges earlier in the mission. And the absolute best is when they approach that final boss battle, knowing that they are depleted but that if they leave for a rest they will fail their primary objective, and pushing on anyhow despite the risk of TPK. [/QUOTE]
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last encounter was totally one-sided
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