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General Tabletop Discussion
*Pathfinder & Starfinder
Length and difficulty of combats
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<blockquote data-quote="bennyhobo" data-source="post: 5158577" data-attributes="member: 89606"><p>I'm new to 4E, and haven't played D&D since 2E. I thought I might weigh in with my thoughts as a complete n00b who wants to play because I want a fun adventure. I'm a player in one game and a DM of another. In both cases, we've only played 2 sessions, 4 combat encounters in each. So, like I said, I'm a complete n00b.</p><p> </p><p>In the game where I'm a player, our DM has essentially thrown the biggest and nastiest things he can find at us 3 out of 4 times. He sees it as making it exciting. But we the players find it exhausting, and every encounter takes us 2 hours to get through. Now, it's early in the campaign of course, so maybe this'll change. But it's a frustrating way to start.</p><p> </p><p>In the game where I'm a DM, I've started by running the Kobold Hall adventure in the back of the DMG. The battles there are pretty straightforward, and I haven't had to tweak them at all. So I don't have any experience in designing encounters myself. But once we finish this (kill the dragon) I will. And I've been paying attention to what my players like: slaughtering a lot of critters and collecting loot. So I'm totally on board with the original idea presented in this thread. The players (in my game at least) want to feel like heroes, hacking their way through hoardes of monsters and getting treasure. And then occasionally face off against something huge in return for a big payoff. I think doing it this way will also allow for more role playing and story interaction, rather than just taking up all our time in Final Fantasy style boss battles every time.</p><p> </p><p>My 2 cents.</p><p> </p><p>Benny</p></blockquote><p></p>
[QUOTE="bennyhobo, post: 5158577, member: 89606"] I'm new to 4E, and haven't played D&D since 2E. I thought I might weigh in with my thoughts as a complete n00b who wants to play because I want a fun adventure. I'm a player in one game and a DM of another. In both cases, we've only played 2 sessions, 4 combat encounters in each. So, like I said, I'm a complete n00b. In the game where I'm a player, our DM has essentially thrown the biggest and nastiest things he can find at us 3 out of 4 times. He sees it as making it exciting. But we the players find it exhausting, and every encounter takes us 2 hours to get through. Now, it's early in the campaign of course, so maybe this'll change. But it's a frustrating way to start. In the game where I'm a DM, I've started by running the Kobold Hall adventure in the back of the DMG. The battles there are pretty straightforward, and I haven't had to tweak them at all. So I don't have any experience in designing encounters myself. But once we finish this (kill the dragon) I will. And I've been paying attention to what my players like: slaughtering a lot of critters and collecting loot. So I'm totally on board with the original idea presented in this thread. The players (in my game at least) want to feel like heroes, hacking their way through hoardes of monsters and getting treasure. And then occasionally face off against something huge in return for a big payoff. I think doing it this way will also allow for more role playing and story interaction, rather than just taking up all our time in Final Fantasy style boss battles every time. My 2 cents. Benny [/QUOTE]
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