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Speeding up combat?
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<blockquote data-quote="Rune" data-source="post: 5375221" data-attributes="member: 67"><p>So, what's that? Nine enemy attacks to each of the PCs' four? Assuming your players aren't in it primarily for the tactical challenge (which seems to be the case), they'll likely stay more interested with a higher percentage of the action coming from their side of the screen.</p><p></p><p>Consider consolidating enemy attacks to simpler, cooler abilities that take little time to resolve. For instance, no attack for the mounts, but an added die of hoof damage to any successful melee attack by the rider.</p><p></p><p>Perhaps, take that three attack fellow and combine those attacks into one attack that has elements of all three in it, powered down a bit, and perhaps with a slightly lower hit bonus.</p><p></p><p></p><p>Two terrain features in a battle are not as likely to be memorable for the <em>right</em> reasons as one really good one. Difficult terrain does not seem all that interesting in a combat with mounts, but blocking terrain could be very interesting if those mounts are large size and have to maneuver through--dense woods, say. Darkness is only really relevant if someone in the combat has a means of seeing through it. Just pick one really good thing and remember that if one side is picking the spot--as they would in an ambush, for instance--they will choose terrain that gives them an advantage.</p><p></p><p></p><p></p><p>First, drop the hp damage from the dart, as it is needless book-keeping. Give the PCs a counter each time they're hit by the dart. Each two counters they have accrued = -1 to all dex-based attacks, AC, and reflex (in 3.x edition).</p><p></p><p></p><p></p><p>The PCs' tricks are likely a means of maintaining interest. You should <strong>never</strong> discourage that kind of thinking. If they want to try something you did not expect, give them a little something for it. The Detect Thoughts could give a little one-time bonus to defense, for instance.</p><p></p><p></p><p></p><p>Refused to fight because that player had other obligations, or because s/he was frustrated, or both? In this situation, perhaps the best thing to do would be for that last opponent to take stock of the situation, flee to fight another day, or surrender.</p><p></p><p></p><p></p><p>And, then, there's always mop-up. If opponents are resolved to fight to the death, your PCs are winning, and the fight is dragging on, just tell your players that they achieved the goals they were after in this combat and be done with it. Don't be afraid to gloss over something if the PCs have no interest in it.</p><p></p><p>At any rate, good luck next time, and remember...streamline! Keep the good! Ditch the unnecessary!</p></blockquote><p></p>
[QUOTE="Rune, post: 5375221, member: 67"] So, what's that? Nine enemy attacks to each of the PCs' four? Assuming your players aren't in it primarily for the tactical challenge (which seems to be the case), they'll likely stay more interested with a higher percentage of the action coming from their side of the screen. Consider consolidating enemy attacks to simpler, cooler abilities that take little time to resolve. For instance, no attack for the mounts, but an added die of hoof damage to any successful melee attack by the rider. Perhaps, take that three attack fellow and combine those attacks into one attack that has elements of all three in it, powered down a bit, and perhaps with a slightly lower hit bonus. Two terrain features in a battle are not as likely to be memorable for the [i]right[/i] reasons as one really good one. Difficult terrain does not seem all that interesting in a combat with mounts, but blocking terrain could be very interesting if those mounts are large size and have to maneuver through--dense woods, say. Darkness is only really relevant if someone in the combat has a means of seeing through it. Just pick one really good thing and remember that if one side is picking the spot--as they would in an ambush, for instance--they will choose terrain that gives them an advantage. First, drop the hp damage from the dart, as it is needless book-keeping. Give the PCs a counter each time they're hit by the dart. Each two counters they have accrued = -1 to all dex-based attacks, AC, and reflex (in 3.x edition). The PCs' tricks are likely a means of maintaining interest. You should [b]never[/b] discourage that kind of thinking. If they want to try something you did not expect, give them a little something for it. The Detect Thoughts could give a little one-time bonus to defense, for instance. Refused to fight because that player had other obligations, or because s/he was frustrated, or both? In this situation, perhaps the best thing to do would be for that last opponent to take stock of the situation, flee to fight another day, or surrender. And, then, there's always mop-up. If opponents are resolved to fight to the death, your PCs are winning, and the fight is dragging on, just tell your players that they achieved the goals they were after in this combat and be done with it. Don't be afraid to gloss over something if the PCs have no interest in it. At any rate, good luck next time, and remember...streamline! Keep the good! Ditch the unnecessary! [/QUOTE]
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