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General Tabletop Discussion
*Dungeons & Dragons
Unfreezing the Narrative
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<blockquote data-quote="slobster" data-source="post: 9860066" data-attributes="member: 6693711"><p>I personally would say that, if your combats feel like they get locked in stasis, what you likely have is a pacing or engagement issue rather than an issue with too many attacks missing. There are teams of threads and advice about making d&d combat more fun; I won't annoy you by resurrecting them here!</p><p></p><p>However, taking your premise at face value, I would avoid "on miss" effects like the following:</p><p></p><p>It seems to me that if you are trying to make a system that speeds up combat and cuts back on the feeling of "you could have skipped that turn and made no difference to the outcome", you want to avoid patterns like a combatant swinging and missing, but gaining a defense beuff, so the opponent casts a spell that whiffs, so they grant disadvantage to the next attack on them , so the next player misses...</p></blockquote><p></p>
[QUOTE="slobster, post: 9860066, member: 6693711"] I personally would say that, if your combats feel like they get locked in stasis, what you likely have is a pacing or engagement issue rather than an issue with too many attacks missing. There are teams of threads and advice about making d&d combat more fun; I won't annoy you by resurrecting them here! However, taking your premise at face value, I would avoid "on miss" effects like the following: It seems to me that if you are trying to make a system that speeds up combat and cuts back on the feeling of "you could have skipped that turn and made no difference to the outcome", you want to avoid patterns like a combatant swinging and missing, but gaining a defense beuff, so the opponent casts a spell that whiffs, so they grant disadvantage to the next attack on them , so the next player misses... [/QUOTE]
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Unfreezing the Narrative
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