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General Tabletop Discussion
*Dungeons & Dragons
Lingering Wounds Revamped
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<blockquote data-quote="GMMichael" data-source="post: 7051252" data-attributes="member: 6685730"><p>I'd like to dissect this a little bit. If your monsters are playing "whack-a-mole," it means that once a PC is knocked down, a healer revives that PC, who then stands back up and starts fighting until he's knocked down again. I already want to know:</p><p>- what did the monsters think when the first downed character got back up?</p><p>- did the monsters notice that certain PCs were capable of this amazing feat, and decide to focus on the healers?</p><p>- why wouldn't monsters learn, after the first revival, that it takes more than just knocking a PC down to take him out of the fight?</p><p>- ...or that maybe they should stand over fallen PCs to either finish them, or make sure that the healer(s) can't bring them back up?</p><p></p><p>"Actual penalties for hitting 0 HP." Being unconscious is a decent penalty. Risk of dying in 5 rounds or less is a good penalty too. The worst, hands down, is to be taking a nice dirt nap, dreaming of your lost sweetroll, and then waking up to find a big, stinky orc standing over you with a spiked club, just waiting to stick that club back in the exact same, painful place he did a few rounds ago.</p><p></p><p>"Terrified to take risks." A certain amount of risk makes combat exciting. Orcs are more terrifying than city watch because the orcs' goal is to kill you, while the watchmen's goal is to lock you up. If your PCs get scared easy, build up their confidence with more watchmen fights, and let them ease into the orc fights.</p><p></p><p>Or, as many movies do, make combat the climactic scene, instead of the bulk of acts one and two. And three.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 7051252, member: 6685730"] I'd like to dissect this a little bit. If your monsters are playing "whack-a-mole," it means that once a PC is knocked down, a healer revives that PC, who then stands back up and starts fighting until he's knocked down again. I already want to know: - what did the monsters think when the first downed character got back up? - did the monsters notice that certain PCs were capable of this amazing feat, and decide to focus on the healers? - why wouldn't monsters learn, after the first revival, that it takes more than just knocking a PC down to take him out of the fight? - ...or that maybe they should stand over fallen PCs to either finish them, or make sure that the healer(s) can't bring them back up? "Actual penalties for hitting 0 HP." Being unconscious is a decent penalty. Risk of dying in 5 rounds or less is a good penalty too. The worst, hands down, is to be taking a nice dirt nap, dreaming of your lost sweetroll, and then waking up to find a big, stinky orc standing over you with a spiked club, just waiting to stick that club back in the exact same, painful place he did a few rounds ago. "Terrified to take risks." A certain amount of risk makes combat exciting. Orcs are more terrifying than city watch because the orcs' goal is to kill you, while the watchmen's goal is to lock you up. If your PCs get scared easy, build up their confidence with more watchmen fights, and let them ease into the orc fights. Or, as many movies do, make combat the climactic scene, instead of the bulk of acts one and two. And three. [/QUOTE]
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