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Oh, Man, Do I Need Some DM Tips. . .
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<blockquote data-quote="werecorpse" data-source="post: 7036933" data-attributes="member: 55491"><p>I rarely use descriptive dialogue during the fight. I find it gets too repetitive, every now & then is enough.</p><p></p><p>Have the bad guys shout random stuff that has a tactical impact like - "the one at the back is a priest, get him" or "Gleep, Merg protect the shaman I'll set fire to that sorcerer" </p><p></p><p>I ran that adventure about 6 years ago and the bad guy & elements my players remember from that complex is the bugbear ranger and some of the terrain, no one else - the memorable thing isn't always what you thought it would be. </p><p></p><p>My players like tactical combats not prose filled combats - so that's how I run them. 5e could use a "Tactical combat" module but until then:</p><p>1. Use numbers of weaker monsters </p><p>2. Have them use their abilities (ie goblins use bonus action to bypass front line fighters, gnolls focus fire in melee to try and get a rampage bonus action, hobgoblins use their high ac and dodge to block attack lines & provide a martial advantage for their missile using comrades etc)</p><p>3. Use terrain or obstacles (flaming pit to shove people in, altar to hide behind and duck in and out of cover sniping)</p><p></p><p>As for remembering effects like fear - the players should help you with that, to forget fear is like forgetting you have run out of hit points. But to be honest this is mostly practice and familiarity.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7036933, member: 55491"] I rarely use descriptive dialogue during the fight. I find it gets too repetitive, every now & then is enough. Have the bad guys shout random stuff that has a tactical impact like - "the one at the back is a priest, get him" or "Gleep, Merg protect the shaman I'll set fire to that sorcerer" I ran that adventure about 6 years ago and the bad guy & elements my players remember from that complex is the bugbear ranger and some of the terrain, no one else - the memorable thing isn't always what you thought it would be. My players like tactical combats not prose filled combats - so that's how I run them. 5e could use a "Tactical combat" module but until then: 1. Use numbers of weaker monsters 2. Have them use their abilities (ie goblins use bonus action to bypass front line fighters, gnolls focus fire in melee to try and get a rampage bonus action, hobgoblins use their high ac and dodge to block attack lines & provide a martial advantage for their missile using comrades etc) 3. Use terrain or obstacles (flaming pit to shove people in, altar to hide behind and duck in and out of cover sniping) As for remembering effects like fear - the players should help you with that, to forget fear is like forgetting you have run out of hit points. But to be honest this is mostly practice and familiarity. [/QUOTE]
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