Asmor
First Post
I've recently realized that I may only have 3 sessions left before college lets out and my gaming group is significantly altered, so I'd like to speed things up and rush through to the end of the current plotline.
To that end, I'm significantly de-emphasizing combat, which has typically been the lion's share of any given session's playtime.
So one of my ideas to help with that is the concept of skirmishes in place of actual combats. Skirmishes would be things like ambushes, fighting the guards outside the Keel of Ultimate Evil, etc. In other words, minor fights which aren't readily ignorable but also aren't terribly interesting.
The idea with the skirmish is this: the PCs win. That's a foregone conclusion. I ask each player how his character is approaching the skirmish. Then I decide on an appropriate skill and DC based on that approach. If they succeed, then nothing happens. If they fail by 5 or more, they lose a healing surge. If they fail by less than 5, they have to re-roll.
Thus, each PC has the chance to approach the skirmish in whichever way they want and has the possibility of losing a single healing surge. If they don't have a healing surge to lose, they lose that many hit points instead.
To that end, I'm significantly de-emphasizing combat, which has typically been the lion's share of any given session's playtime.
So one of my ideas to help with that is the concept of skirmishes in place of actual combats. Skirmishes would be things like ambushes, fighting the guards outside the Keel of Ultimate Evil, etc. In other words, minor fights which aren't readily ignorable but also aren't terribly interesting.
The idea with the skirmish is this: the PCs win. That's a foregone conclusion. I ask each player how his character is approaching the skirmish. Then I decide on an appropriate skill and DC based on that approach. If they succeed, then nothing happens. If they fail by 5 or more, they lose a healing surge. If they fail by less than 5, they have to re-roll.
Thus, each PC has the chance to approach the skirmish in whichever way they want and has the possibility of losing a single healing surge. If they don't have a healing surge to lose, they lose that many hit points instead.