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<blockquote data-quote="Tony Vargas" data-source="post: 6929820" data-attributes="member: 996"><p>I don't recall one. Obviously, 'rocket tag' isn't desireable for everyone, and on the other extreme you can have a 'grind' going 10, 20, umpteen rounds, whether against a waddling 'padded sumo' unhittable boss, or a regenerator you can't pull ahead of, or a hit-only-by-something-you-don't-have gotchya....</p><p></p><p>There's a /lot/ of room in between, and, regardless of edition, it's one the DM to use the tools he has to tune his encounters to what he wants. For shorter combats, that means less durable, but harder-hitting foes, and fewer of them but more individual encounters each day, for longer ones, the reverse. </p><p></p><p>Well, it might have been exacerbated by that mistaken perception. If the game /did/ favor offloading all your encounters in the first round or few instead of using them to best advantage over the battle, the fight would have ended shortly after that last encounter was expended. That it typically didn't (usually, with sufficient optimization, it was entirely possible, in some sorts of encounters - again, matter of encounter design catering to play style or not), resulting in a grind, illustrates that it wasn't favored. </p><p></p><p>Yeah, pretty typical for a 5e combat. Rocket tag isn't out of the question, but it's not de riguer. Design a combat to go much longer and it'll run the risk of getting boring. It's a reaction to one thing some people had been loudly complaining about. </p><p></p><p>For longer fights you want more hps relative to damage. You can do that just on the monster side be beefing up hps (or damage mitigation features) and cutting back damage a bit.</p><p></p><p>And you don't have to get it perfect before hand. You can keep the stats behind the screen and decide when its' had enough, hps on a scrap of paper notwithstanding.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6929820, member: 996"] I don't recall one. Obviously, 'rocket tag' isn't desireable for everyone, and on the other extreme you can have a 'grind' going 10, 20, umpteen rounds, whether against a waddling 'padded sumo' unhittable boss, or a regenerator you can't pull ahead of, or a hit-only-by-something-you-don't-have gotchya.... There's a /lot/ of room in between, and, regardless of edition, it's one the DM to use the tools he has to tune his encounters to what he wants. For shorter combats, that means less durable, but harder-hitting foes, and fewer of them but more individual encounters each day, for longer ones, the reverse. Well, it might have been exacerbated by that mistaken perception. If the game /did/ favor offloading all your encounters in the first round or few instead of using them to best advantage over the battle, the fight would have ended shortly after that last encounter was expended. That it typically didn't (usually, with sufficient optimization, it was entirely possible, in some sorts of encounters - again, matter of encounter design catering to play style or not), resulting in a grind, illustrates that it wasn't favored. Yeah, pretty typical for a 5e combat. Rocket tag isn't out of the question, but it's not de riguer. Design a combat to go much longer and it'll run the risk of getting boring. It's a reaction to one thing some people had been loudly complaining about. For longer fights you want more hps relative to damage. You can do that just on the monster side be beefing up hps (or damage mitigation features) and cutting back damage a bit. And you don't have to get it perfect before hand. You can keep the stats behind the screen and decide when its' had enough, hps on a scrap of paper notwithstanding. [/QUOTE]
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