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The Focus Fire Problem
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<blockquote data-quote="EzekielRaiden" data-source="post: 8722015" data-attributes="member: 6790260"><p>Just port over the 13th Age Escalation Die, and boost all monster ACs and saves by 1-2 points (unless you specifically want them to be weak to a particular form of attack.)</p><p></p><p>The Escalation Die is simple and incredibly straightforward, it's one and only one bonus on any given round, it helps speed up any fight that runs long while discouraging "nova"/"alpha strike" tactics, and requires literally nothing more than a single d6 (ideally a large one so people can read it) to implement.</p><p></p><p>For anyone unfamiliar: in 13th Age, when you start a combat, the Escalation Die starts at a value of 0 (meaning, it isn't on the table.) At the top of the 2nd round (meaning, after the first round is completed), you put a d6 on the table with the 1-pip face pointing up. All player characters (and only player characters*) add the Escalation Die to their attack rolls. Each round thereafter, the Escalation Die increases by 1 (rotating to the new face), to a maximum of 6 (because a d6 only has 6 faces) at the start of the 7th round.</p><p></p><p>This is one of several <em>brilliant</em> pieces of game design from 13A. I genuinely, honestly think all fans of D&D should give 13A a read, and possibly see about playing a one-shot or the like. It has some genuine design delights in it, and can help almost anyone run better games.</p><p></p><p>*In 13A, there is one exception to this rule: <em>dragons</em>. Dragons add the Escalation Die to their attack rolls too. This makes dragons <em>scary</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8722015, member: 6790260"] Just port over the 13th Age Escalation Die, and boost all monster ACs and saves by 1-2 points (unless you specifically want them to be weak to a particular form of attack.) The Escalation Die is simple and incredibly straightforward, it's one and only one bonus on any given round, it helps speed up any fight that runs long while discouraging "nova"/"alpha strike" tactics, and requires literally nothing more than a single d6 (ideally a large one so people can read it) to implement. For anyone unfamiliar: in 13th Age, when you start a combat, the Escalation Die starts at a value of 0 (meaning, it isn't on the table.) At the top of the 2nd round (meaning, after the first round is completed), you put a d6 on the table with the 1-pip face pointing up. All player characters (and only player characters*) add the Escalation Die to their attack rolls. Each round thereafter, the Escalation Die increases by 1 (rotating to the new face), to a maximum of 6 (because a d6 only has 6 faces) at the start of the 7th round. This is one of several [I]brilliant[/I] pieces of game design from 13A. I genuinely, honestly think all fans of D&D should give 13A a read, and possibly see about playing a one-shot or the like. It has some genuine design delights in it, and can help almost anyone run better games. *In 13A, there is one exception to this rule: [I]dragons[/I]. Dragons add the Escalation Die to their attack rolls too. This makes dragons [I]scary[/I]. [/QUOTE]
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