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Tempo from the point of view of GMs and Players
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<blockquote data-quote="RangerWickett" data-source="post: 1450551" data-attributes="member: 63"><p>Oh, well, the PCs thought the ending was delightfully ironic, and so did I. I wasn't angry, just a little curious as to whether I should've done things differently. I had much more planned for the fight, so it would unfold in stages, like a Final Fantasy final boss encounter. *grin*</p><p></p><p>Hmm. I wonder what sort of combat system would encourage fight sequences that run more like movies. Lots of back-and-forthiness, some nifty tricks, near defeat for the heroes, and then a big finish. Maybe something that somehow let Hit Points represent staying power in its entirety, not simply avoiding damage. So if you fail a save against a spell that'll take you out of combat, instead of dropping out of combat you lose a lot of hit points, and ignore the spell.</p><p></p><p>I wonder how to make that work.</p><p></p><p>But yes, until I discover such a system that works, I think I will heed some advice here and go more for the quick kill for my villains too. It could've gone:</p><p></p><p>Round 1 - Schism, Brutalize Wounds</p><p>Round 2 - Brutalize Wounds another enemy, Full Attack, kill the Elf, cleave into the other enemy who failed his save.</p><p>Round 3 - Hit one more time and spring attack out of range, trying to finish off a second foe with Recall Agony.</p><p>Round 4 - Fail the save, go down, end fight with one or two PCs dead or dying.</p><p></p><p>I have recently changed my mind about raise dead, now allowing the 5th level spell as an emergency defribulator (raising the person if they died in the past few minutes), the 7th level spell to get someone who died in the past day, so one death wouldn't have been horrible.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1450551, member: 63"] Oh, well, the PCs thought the ending was delightfully ironic, and so did I. I wasn't angry, just a little curious as to whether I should've done things differently. I had much more planned for the fight, so it would unfold in stages, like a Final Fantasy final boss encounter. *grin* Hmm. I wonder what sort of combat system would encourage fight sequences that run more like movies. Lots of back-and-forthiness, some nifty tricks, near defeat for the heroes, and then a big finish. Maybe something that somehow let Hit Points represent staying power in its entirety, not simply avoiding damage. So if you fail a save against a spell that'll take you out of combat, instead of dropping out of combat you lose a lot of hit points, and ignore the spell. I wonder how to make that work. But yes, until I discover such a system that works, I think I will heed some advice here and go more for the quick kill for my villains too. It could've gone: Round 1 - Schism, Brutalize Wounds Round 2 - Brutalize Wounds another enemy, Full Attack, kill the Elf, cleave into the other enemy who failed his save. Round 3 - Hit one more time and spring attack out of range, trying to finish off a second foe with Recall Agony. Round 4 - Fail the save, go down, end fight with one or two PCs dead or dying. I have recently changed my mind about raise dead, now allowing the 5th level spell as an emergency defribulator (raising the person if they died in the past few minutes), the 7th level spell to get someone who died in the past day, so one death wouldn't have been horrible. [/QUOTE]
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