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Sudden Death Combat
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<blockquote data-quote="Paul Strack" data-source="post: 4722939" data-attributes="member: 71340"><p>Right now every encounter I run is the the "hard" range according to the DMG (N+2 to N+3). I am uncomfortably stepping it up any further. I don't want every encounter the PCs face to be at the highest level of difficulty suggested in the rules. I am worried I will cross some mathematical tipping point and spill over into a TPK.</p><p></p><p>Also, ramping up the overall combat difficulty doesn't fix the problem my group is having. They aren't bored for the <em><strong>entire</strong></em> fight. They generally enjoy the beginning and middle of the combats (3-5 rounds, 30-40 minutes), and usually can't tell whether they will win or not. It's the last 2-3 rounds (15-20 minutes) that are a slog, because by then it is clear they are going to win, but it still takes a while to kill the monster's off.</p><p></p><p>It's sort of like the problem with the game Risk, where the first 2 hours of play are interesting, but the last hour is boring, because by then it is clear who is going to win, but it still takes a long time to to play out.</p><p></p><p>Maybe the problem is just too situational to my group to generalize the rules. The games I run are not typical dungeon crawls. Mostly they are story-oriented and event-driven, with about 2 to 3 fights total in an entire adventure.</p><p></p><p>I've gotten some tentative feedback from my players now on the Sudden Death rules. They have concerns but are willing to give them a try. I will give Sudden Death a shot in my next game (2 weeks from now) and see how they go.</p></blockquote><p></p>
[QUOTE="Paul Strack, post: 4722939, member: 71340"] Right now every encounter I run is the the "hard" range according to the DMG (N+2 to N+3). I am uncomfortably stepping it up any further. I don't want every encounter the PCs face to be at the highest level of difficulty suggested in the rules. I am worried I will cross some mathematical tipping point and spill over into a TPK. Also, ramping up the overall combat difficulty doesn't fix the problem my group is having. They aren't bored for the [I][B]entire[/B][/I] fight. They generally enjoy the beginning and middle of the combats (3-5 rounds, 30-40 minutes), and usually can't tell whether they will win or not. It's the last 2-3 rounds (15-20 minutes) that are a slog, because by then it is clear they are going to win, but it still takes a while to kill the monster's off. It's sort of like the problem with the game Risk, where the first 2 hours of play are interesting, but the last hour is boring, because by then it is clear who is going to win, but it still takes a long time to to play out. Maybe the problem is just too situational to my group to generalize the rules. The games I run are not typical dungeon crawls. Mostly they are story-oriented and event-driven, with about 2 to 3 fights total in an entire adventure. I've gotten some tentative feedback from my players now on the Sudden Death rules. They have concerns but are willing to give them a try. I will give Sudden Death a shot in my next game (2 weeks from now) and see how they go. [/QUOTE]
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