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<blockquote data-quote="ggroy" data-source="post: 4883680" data-attributes="member: 83805"><p>Another thing I've tried which significantly speeds up combat, is decreasing the monsters and players' AC (and other defenses) once they become bloodied. For every round a player or monster remains bloodied, their defense stats decrease by 1. So monsters which have no healing surges nor any other healing mechanisms, progressively have weaker and weaker defenses as their hit points remain in the bloodied range.</p><p></p><p>With healing surges taking a monster or player's hit points out of the bloodied range, their defense stats go back to their normal values.</p><p></p><p>In terms of fluff, I suppose one can imagine that a player/monster with arrows sticking out of them, several slashes or gouges from a sword, several knocks to the head, etc ... will cause a particular player/monster to be in pain and not paying as much attention to fighting (lower AC and lower fortitude), to react slower (lower reflex), and maybe not thinking straight (lower will). As the combat continues, the problems become progressively worse until the player/monster is finally killed.</p><p></p><p>The drawback of this method is that it only takes place when the monster is bloodied. It doesn't help much with the speed of the combat initially, especially if a particular monster is very hard to hit with a very high AC (and other defenses).</p></blockquote><p></p>
[QUOTE="ggroy, post: 4883680, member: 83805"] Another thing I've tried which significantly speeds up combat, is decreasing the monsters and players' AC (and other defenses) once they become bloodied. For every round a player or monster remains bloodied, their defense stats decrease by 1. So monsters which have no healing surges nor any other healing mechanisms, progressively have weaker and weaker defenses as their hit points remain in the bloodied range. With healing surges taking a monster or player's hit points out of the bloodied range, their defense stats go back to their normal values. In terms of fluff, I suppose one can imagine that a player/monster with arrows sticking out of them, several slashes or gouges from a sword, several knocks to the head, etc ... will cause a particular player/monster to be in pain and not paying as much attention to fighting (lower AC and lower fortitude), to react slower (lower reflex), and maybe not thinking straight (lower will). As the combat continues, the problems become progressively worse until the player/monster is finally killed. The drawback of this method is that it only takes place when the monster is bloodied. It doesn't help much with the speed of the combat initially, especially if a particular monster is very hard to hit with a very high AC (and other defenses). [/QUOTE]
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