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General Tabletop Discussion
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Making Challenging Combats?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8748478" data-attributes="member: 6988941"><p>I mean, you shouldn't do it for every fight, just a substantial chunk of those fights which you want to have be actually challenging. You can still have other fights for plot reasons, setting ecology reasons, or just to give PCs a chance to steamroll enemies with their awesome abilities and feel cool.</p><p></p><p>But when you have a big set-piece battle there should be environmental complications of some sort <em>the majority</em> of the time. It need not be the sort of ultra-frustrating "underwater combat" levels of complications, just the sort of space where a melee character probably at some point has to spend a turn dashing to get where they need to be or where the ranged character probably has to do a held action to hit an enemy using cover at some point. Basically things to ensure that most PCs have at least one turn where they don't get to exploit the action economy to the absolute max, because, unless you are a past-master at every D&D monster they usually end up not quite exploiting the action economy to their maximum potential every round, and this is ultimately a lot of why the game ends up so balanced in favor of the PCs.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8748478, member: 6988941"] I mean, you shouldn't do it for every fight, just a substantial chunk of those fights which you want to have be actually challenging. You can still have other fights for plot reasons, setting ecology reasons, or just to give PCs a chance to steamroll enemies with their awesome abilities and feel cool. But when you have a big set-piece battle there should be environmental complications of some sort [I]the majority[/I] of the time. It need not be the sort of ultra-frustrating "underwater combat" levels of complications, just the sort of space where a melee character probably at some point has to spend a turn dashing to get where they need to be or where the ranged character probably has to do a held action to hit an enemy using cover at some point. Basically things to ensure that most PCs have at least one turn where they don't get to exploit the action economy to the absolute max, because, unless you are a past-master at every D&D monster they usually end up not quite exploiting the action economy to their maximum potential every round, and this is ultimately a lot of why the game ends up so balanced in favor of the PCs. [/QUOTE]
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