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*Dungeons & Dragons
Lvl 14 rogue vs. (lvl 14) red dragon
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<blockquote data-quote="I'm A Banana" data-source="post: 6066228" data-attributes="member: 2067"><p>Fast combats are great except when you want a dramatic combat, but if dramatic combats become the norm then a combat with a dragon is no longer exceptional. </p><p></p><p>Most combats should be fast combats, but it should be possible to have a longer combat against a more significant foe. One size does not fit all.</p><p></p><p></p><p></p><p>Those aren't hard to do (especially with easy ability checks and abstract combat), but this is part of why I was so categorical above.</p><p></p><p>Okay, we have the Red Dragon, and by default, we assume that the Red Dragon cannot get hit with any damage. </p><p></p><p>Then, we give PC's ways to overcome that. Say, they can make a DEX check against the dragon to hit a soft spot. Or maybe cold damage actually gets through. We don't need one way to do it, and every combat could be different.</p><p></p><p>Then, we give the dragon ways to react. My most recent column proposed the idea of "<a href="http://www.enworld.org/forum/content.php?334-Balancing-Instant-Death" target="_blank"><strong>Destiny</strong></a>" as a way to keep combat with significant monsters dynamic, and that works for this: each time the dragon's Destiny gets depleted, some event is triggered -- a breath recharge, perhaps, or some opportunity for the PC's to make a dent. </p><p></p><p>This is all pretty far afield of standard D&D stuff, but it IS pretty fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6066228, member: 2067"] Fast combats are great except when you want a dramatic combat, but if dramatic combats become the norm then a combat with a dragon is no longer exceptional. Most combats should be fast combats, but it should be possible to have a longer combat against a more significant foe. One size does not fit all. Those aren't hard to do (especially with easy ability checks and abstract combat), but this is part of why I was so categorical above. Okay, we have the Red Dragon, and by default, we assume that the Red Dragon cannot get hit with any damage. Then, we give PC's ways to overcome that. Say, they can make a DEX check against the dragon to hit a soft spot. Or maybe cold damage actually gets through. We don't need one way to do it, and every combat could be different. Then, we give the dragon ways to react. My most recent column proposed the idea of "[URL="www.enworld.org/forum/content.php?334-Balancing-Instant-Death"][B]Destiny[/B][/URL]" as a way to keep combat with significant monsters dynamic, and that works for this: each time the dragon's Destiny gets depleted, some event is triggered -- a breath recharge, perhaps, or some opportunity for the PC's to make a dent. This is all pretty far afield of standard D&D stuff, but it IS pretty fun. :) [/QUOTE]
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Lvl 14 rogue vs. (lvl 14) red dragon
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