Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Standing and fighting
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Levitator" data-source="post: 2844898" data-attributes="member: 40099"><p>This is the main reason I don't use CR's. My players have learned not to bite off more than they can chew, because the world around them is truly random and realistic. A wealthy baron with bottomless pockets is not going to guard his limitless wealth with a couple of 1st level warriors at the gate. He would get the best men he could afford, and hire a good military leader to be in charge of his security. If I were using a pack of Dire Wolves as a random encounter, I might describe them as rooting around, emphasizing that they look hungry. Since the dire wolves didn't just charge from out of the shadows, my players probably would take the hint that they are just in the wrong place at the wrong time and would probably just shut the gate. The Dire Wolves would then most likely go off and try to find easier prey. The Dire Wolves could even be worked in as a running theme in the area, where the players figure out they are being hunted and the wolves just waiting for the right opportunity until they get out of their territory. Having a pack of Dire Wolves "out there somewhere" but not instantly attacking the party is a great way to add suspense and atmosphere. The Dire Wolves may follow the group for a while, but would probably rather find easier prey.</p><p></p><p>Just 2 weeks ago I had a 2nd level party encounter a Juvenile Green Dragon. It was coming down from the hills to grab some livestock for a snack. What did they do? They hid! They watched the thing fly and swoop down and select which sheep to grab and learned a little about the habits and flying ability of dragons.</p><p></p><p>I personally don't like the idea of my players feeling invincible. It's an uphill battle to build suspense and drama when they aren't afraid of anything. Of course, it's just as bad on the other extreme. I don't want them afraid to leave their homes either. We've adopted some mechanical changes in the game that make combat a little more dicey:</p><p></p><p>+ We use the Opposed Roll Variant so that hits and misses aren't foregone conclusions.</p><p></p><p>+ I use DM Genie and we play diceless, using DM Genie's autoroll feature. This means that the players don't know their actual HP total at any given moment. We use a color coding system for relative health: Green=healthy, Yellow=slightly injured, Orange=moderately injured, Red=critcially injured. We use a VT with an HD projector on an 8' screen, so I've been using Corel to color the digital miniatures. I've recently switched to RPTools and they have text conditions that you can add to each counter.</p><p></p><p>+ We use the Clobbered Variant. This can put someone at a quick disadvantage if they are getting ganged up on as being clobbered only allows a Standard Action. It makes retreating when you are injured more difficult.</p><p></p><p>+ I've developed a Healing Rate for healing potions and prayers. There's no more back to full HP in a round anymore! I created this initially to make healing a little more miraculous than other prayers and spells, but it makes combat more tactical too. There are 5 levels of Healing Rates dependent on the caster or creator of the potion:</p><p></p><p>Level 1 - Healer Lvl1-4 - prayers and potions heal at the rate of 1 HP/8 rds.</p><p>Level 2 - Healer Lvl5-8 - prayers and potions heal at the rate of 1 HP/4 rds.</p><p>Level 3 - Healer Lvl9-12 - prayers and potions heal at the rate of 1 HP/2 rds.</p><p>Level 4 - Healer Lvl13-16 - prayers and potions heal at the rate of 1 HP/rd.</p><p>Level 5 - Healer Lvl17-20 - prayers and potions heal at the rate of 2 HP/rd.</p><p></p><p></p><p>Healing now takes a few minutes instead of 6 seconds. It's not long enough to screw a party that needs to heal up before moving on, but it's long enough to take away the healing potion's "video game power up" ability during combat.</p><p></p><p>The group I'm gaming with (some of them for more than 6 years) helped to develop these additions to make the world feel a little more dangerous without feeling overwhelming. These changes combined with as detailed descriptions as I can create help give the players a pretty clear idea of which encounters are necessary and which aren't. The interesting side effect is that I thought it might lower the amount of combat in our sessions. It's actually had the opposite effect, because the group enjoys calculating strategies and focus on being more efficient combatants. They still avoid confrontations that might kill them, but they aggressively seek out those they think they can win. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="The Levitator, post: 2844898, member: 40099"] This is the main reason I don't use CR's. My players have learned not to bite off more than they can chew, because the world around them is truly random and realistic. A wealthy baron with bottomless pockets is not going to guard his limitless wealth with a couple of 1st level warriors at the gate. He would get the best men he could afford, and hire a good military leader to be in charge of his security. If I were using a pack of Dire Wolves as a random encounter, I might describe them as rooting around, emphasizing that they look hungry. Since the dire wolves didn't just charge from out of the shadows, my players probably would take the hint that they are just in the wrong place at the wrong time and would probably just shut the gate. The Dire Wolves would then most likely go off and try to find easier prey. The Dire Wolves could even be worked in as a running theme in the area, where the players figure out they are being hunted and the wolves just waiting for the right opportunity until they get out of their territory. Having a pack of Dire Wolves "out there somewhere" but not instantly attacking the party is a great way to add suspense and atmosphere. The Dire Wolves may follow the group for a while, but would probably rather find easier prey. Just 2 weeks ago I had a 2nd level party encounter a Juvenile Green Dragon. It was coming down from the hills to grab some livestock for a snack. What did they do? They hid! They watched the thing fly and swoop down and select which sheep to grab and learned a little about the habits and flying ability of dragons. I personally don't like the idea of my players feeling invincible. It's an uphill battle to build suspense and drama when they aren't afraid of anything. Of course, it's just as bad on the other extreme. I don't want them afraid to leave their homes either. We've adopted some mechanical changes in the game that make combat a little more dicey: + We use the Opposed Roll Variant so that hits and misses aren't foregone conclusions. + I use DM Genie and we play diceless, using DM Genie's autoroll feature. This means that the players don't know their actual HP total at any given moment. We use a color coding system for relative health: Green=healthy, Yellow=slightly injured, Orange=moderately injured, Red=critcially injured. We use a VT with an HD projector on an 8' screen, so I've been using Corel to color the digital miniatures. I've recently switched to RPTools and they have text conditions that you can add to each counter. + We use the Clobbered Variant. This can put someone at a quick disadvantage if they are getting ganged up on as being clobbered only allows a Standard Action. It makes retreating when you are injured more difficult. + I've developed a Healing Rate for healing potions and prayers. There's no more back to full HP in a round anymore! I created this initially to make healing a little more miraculous than other prayers and spells, but it makes combat more tactical too. There are 5 levels of Healing Rates dependent on the caster or creator of the potion: Level 1 - Healer Lvl1-4 - prayers and potions heal at the rate of 1 HP/8 rds. Level 2 - Healer Lvl5-8 - prayers and potions heal at the rate of 1 HP/4 rds. Level 3 - Healer Lvl9-12 - prayers and potions heal at the rate of 1 HP/2 rds. Level 4 - Healer Lvl13-16 - prayers and potions heal at the rate of 1 HP/rd. Level 5 - Healer Lvl17-20 - prayers and potions heal at the rate of 2 HP/rd. Healing now takes a few minutes instead of 6 seconds. It's not long enough to screw a party that needs to heal up before moving on, but it's long enough to take away the healing potion's "video game power up" ability during combat. The group I'm gaming with (some of them for more than 6 years) helped to develop these additions to make the world feel a little more dangerous without feeling overwhelming. These changes combined with as detailed descriptions as I can create help give the players a pretty clear idea of which encounters are necessary and which aren't. The interesting side effect is that I thought it might lower the amount of combat in our sessions. It's actually had the opposite effect, because the group enjoys calculating strategies and focus on being more efficient combatants. They still avoid confrontations that might kill them, but they aggressively seek out those they think they can win. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Standing and fighting
Top