Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
More swingy combat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jgsugden" data-source="post: 8200774" data-attributes="member: 2629"><p>You and your players seem to be focused on risk of death as the metric of difficulty. I'd suggest that you look to other challenges, other than deadly fights, to keep the PCs struggling, and give them a chance to fail miserably, without their characters dying every few sessions (which is the end result of making every challenge a life and death struggle). Trying to rebalance D&D into something it is not is going to result in unsatisfactory results more often that you'd like. For example, if you cut HP in half, then a single spell or breath weapon could result in a TPK, for example, and that just feels ... boring and anti-climatic. </p><p></p><p>As an alternative to try, you can provide them with other ways to fail. They fail to save someone. They fail to stop someone from getting away. They fail to find something before it is lost. And give these failures consequences. Let the success or failure of an action determine how the story unfolds. </p><p></p><p>For example: The PCs are walking through town and they see two thugs burst out a door and drag a young person into a carriage. There is a scream from the door pleading for help. That is the surprise round. Now what happens? Can they stop the carriage from being drawn away? I've run that scenario dozens of times, and had PCs be very excited about the entire scenario that surrounded it, without the PCs ever being at a risk of death, even remotely. Further, how the PCs respond can have a massive impact on the entire campaign. For example, in one such scenario, the parents of the abducted youth was the leader of the Underworld in the city. Saving the kid, accidentally killing the kid, failing to save the kid ... each can have a huge impact on the story that is going to unfold. Do they end up with the leader of the Underworld owing them a favor, wanting them dead, or just hiring them to recover the kid? It creates a more interesting encounter than just an appropriately difficult number of bandits being added to an encounter to make it a deadly challenge.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8200774, member: 2629"] You and your players seem to be focused on risk of death as the metric of difficulty. I'd suggest that you look to other challenges, other than deadly fights, to keep the PCs struggling, and give them a chance to fail miserably, without their characters dying every few sessions (which is the end result of making every challenge a life and death struggle). Trying to rebalance D&D into something it is not is going to result in unsatisfactory results more often that you'd like. For example, if you cut HP in half, then a single spell or breath weapon could result in a TPK, for example, and that just feels ... boring and anti-climatic. As an alternative to try, you can provide them with other ways to fail. They fail to save someone. They fail to stop someone from getting away. They fail to find something before it is lost. And give these failures consequences. Let the success or failure of an action determine how the story unfolds. For example: The PCs are walking through town and they see two thugs burst out a door and drag a young person into a carriage. There is a scream from the door pleading for help. That is the surprise round. Now what happens? Can they stop the carriage from being drawn away? I've run that scenario dozens of times, and had PCs be very excited about the entire scenario that surrounded it, without the PCs ever being at a risk of death, even remotely. Further, how the PCs respond can have a massive impact on the entire campaign. For example, in one such scenario, the parents of the abducted youth was the leader of the Underworld in the city. Saving the kid, accidentally killing the kid, failing to save the kid ... each can have a huge impact on the story that is going to unfold. Do they end up with the leader of the Underworld owing them a favor, wanting them dead, or just hiring them to recover the kid? It creates a more interesting encounter than just an appropriately difficult number of bandits being added to an encounter to make it a deadly challenge. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
More swingy combat
Top