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<blockquote data-quote="Obergnom" data-source="post: 5015467" data-attributes="member: 7145"><p>Combat in our group tends to go into a drag after a couple of rounds, especially once the group composition shifted to a more defensive approach (more leader/controller, defender seem to dish out quite some damage)</p><p></p><p>More often than not, I simply declare the fight to be over. I do that after it is obvious that the player will not use any more daily powers and the monsters might be able to maybe make the group as a whole loose one or two surges, but no more.</p><p></p><p>I was thinking, maybe I could somehow adopt what makes Stalker0's Obsidian skill challange system such a blast to play in our group: The limited number of rounds.</p><p></p><p>Basically, combat would run for a couple of rounds, as it does now. But after a certain number of rounds, there is a way to figure wether this will be a victory, a partial victory or a defeat.</p><p></p><p>These outcomes should be coupled to certain game effects, of course.</p><p></p><p>I have no solid idea which number of rounds would be appropriate, I was thinking something around six.</p><p></p><p>And how to determine victory? In a skill challenge there are successes. But combat is more complicated. Damage dealt is an indicator. Enemies killed surely is. HPs lost is one as well. How to put that into a rule?</p></blockquote><p></p>
[QUOTE="Obergnom, post: 5015467, member: 7145"] Combat in our group tends to go into a drag after a couple of rounds, especially once the group composition shifted to a more defensive approach (more leader/controller, defender seem to dish out quite some damage) More often than not, I simply declare the fight to be over. I do that after it is obvious that the player will not use any more daily powers and the monsters might be able to maybe make the group as a whole loose one or two surges, but no more. I was thinking, maybe I could somehow adopt what makes Stalker0's Obsidian skill challange system such a blast to play in our group: The limited number of rounds. Basically, combat would run for a couple of rounds, as it does now. But after a certain number of rounds, there is a way to figure wether this will be a victory, a partial victory or a defeat. These outcomes should be coupled to certain game effects, of course. I have no solid idea which number of rounds would be appropriate, I was thinking something around six. And how to determine victory? In a skill challenge there are successes. But combat is more complicated. Damage dealt is an indicator. Enemies killed surely is. HPs lost is one as well. How to put that into a rule? [/QUOTE]
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