Final Attack
First Post
I love 4th ed. Though combat may or may not be longer/shorter than 3rd. I’m starting to feel that a few of the combats are overstaying their welcome. When a problem like this arises it is really the DM that needs to monitor pacing and find a clever way to keep people interested.
1. Story to shorten combat. Combat with goblins taking too long? Ground breaks open and swallows some of them up (be sure to foreshadow this event or it will seem too duex machine). Have a giant lizard or whatever crash through and attack. This creature may cause all people damage kill a few bad guys and then rush out the exit.
2. Use mechanics to shorten battle, such as after an hour of fighting -
a. double the damage
b. +damage equal to level
c. Fort checks / Moral checks on monsters that are bloodied and cause them to pass out / flee
When introducing a mechanical rule simplicity is key. Its important that dramatic tension is not lost. Or the rules TOO unfairly treat the players. However maybe that would be incentive for players to make decisions quickly.
To prevent these long battles I've also thought of a concept that will encourage quick decisions during battle.
3. If players make their decisions, complete rolls and can give me the to hit and damage within 15 seconds. They get +2 to hit or +level damage.
Its important that the incentive is enough that all players work towards making their moves efficient.
Suggestions/comments?
1. Story to shorten combat. Combat with goblins taking too long? Ground breaks open and swallows some of them up (be sure to foreshadow this event or it will seem too duex machine). Have a giant lizard or whatever crash through and attack. This creature may cause all people damage kill a few bad guys and then rush out the exit.
2. Use mechanics to shorten battle, such as after an hour of fighting -
a. double the damage
b. +damage equal to level
c. Fort checks / Moral checks on monsters that are bloodied and cause them to pass out / flee
When introducing a mechanical rule simplicity is key. Its important that dramatic tension is not lost. Or the rules TOO unfairly treat the players. However maybe that would be incentive for players to make decisions quickly.
To prevent these long battles I've also thought of a concept that will encourage quick decisions during battle.
3. If players make their decisions, complete rolls and can give me the to hit and damage within 15 seconds. They get +2 to hit or +level damage.
Its important that the incentive is enough that all players work towards making their moves efficient.
Suggestions/comments?