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The Grind Problem (My 2 Cents)
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<blockquote data-quote="Connorsrpg" data-source="post: 4583957" data-attributes="member: 19265"><p>Have seen a bit if this in our games too.</p><p></p><p>Soldiers certainly do it. Despite the 'maths' of the game I belive sev monster ACs are just too high. Currently fighting lvl 4-6 duergar in scale and ACs in 20s. I would prefer to calculate them closer to PC ACs, so the armor you wear does actually count for something.</p><p></p><p>Other options to consider:</p><p></p><p>1. Have foes run away (esp when bloodied).</p><p>2. Surrender.</p><p></p><p>(Seriously - often, b/c we look too often at numbers, and the fact we have full written stats we feel we must use them). Sometimes a DM needs to step back and just picture the fight.</p><p></p><p>3. Make more interesting (as suggested several times re terrain - but also creatures and items, such as smashing nearby lantern on foe. We had a devil with the duergar, it started in the forge. When it leapt out it spayed coals everywhere and created an area of hot coals on the floor).</p><p></p><p>4. Be very generous with the DM advantage rule. If a fighter gets on a table let them have +1-2 for advantageous positioning (like the old +1 for higher ground).</p><p></p><p>5. I know some hate swingy fights, but we love them. We are bringing back x2 dam for crits rather than max. (Nothing worse than rolling dice together and rolling max on crit anyway. We may even just do the x2 when max dam is rolled...not sure yet (any suggestions...other than we are well aware swingy means players suffer most - but depends upon # of encounters anyway). We also have a d100 chart for crits and fumbles which adds a lot to a fight. </p><p></p><p>There are some ideas off the top of my head.</p><p></p><p>Good thread and well put in the OP BTW. It would be nice if people offered solutions or egs n their own games, rather than get into bun fights over who said what <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>C</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 4583957, member: 19265"] Have seen a bit if this in our games too. Soldiers certainly do it. Despite the 'maths' of the game I belive sev monster ACs are just too high. Currently fighting lvl 4-6 duergar in scale and ACs in 20s. I would prefer to calculate them closer to PC ACs, so the armor you wear does actually count for something. Other options to consider: 1. Have foes run away (esp when bloodied). 2. Surrender. (Seriously - often, b/c we look too often at numbers, and the fact we have full written stats we feel we must use them). Sometimes a DM needs to step back and just picture the fight. 3. Make more interesting (as suggested several times re terrain - but also creatures and items, such as smashing nearby lantern on foe. We had a devil with the duergar, it started in the forge. When it leapt out it spayed coals everywhere and created an area of hot coals on the floor). 4. Be very generous with the DM advantage rule. If a fighter gets on a table let them have +1-2 for advantageous positioning (like the old +1 for higher ground). 5. I know some hate swingy fights, but we love them. We are bringing back x2 dam for crits rather than max. (Nothing worse than rolling dice together and rolling max on crit anyway. We may even just do the x2 when max dam is rolled...not sure yet (any suggestions...other than we are well aware swingy means players suffer most - but depends upon # of encounters anyway). We also have a d100 chart for crits and fumbles which adds a lot to a fight. There are some ideas off the top of my head. Good thread and well put in the OP BTW. It would be nice if people offered solutions or egs n their own games, rather than get into bun fights over who said what ;) C [/QUOTE]
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