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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="TiQuinn" data-source="post: 9611170" data-attributes="member: 4871"><p>Totally. Also combat didn't have nearly as many knobs and dials (feats and maneuvers, etc) so if you did try to bull rush through something like the Temple of Elemental Evil, you were going to get bored very quickly as well because those games don't really support a lot of combat variation.</p><p></p><p></p><p></p><p>Yeah, I think there's a happy medium that needs to be struck in room description. Ideally, I think the GM should have some ideas for how to engage with an encounter and the environment, and have enough information on hand to communicate that to the party. I think this is where really spartan room descriptions fall flat. But conversely, you don't want to pages upon pages of room description that early 1e modules often gave. I actually think Tomb of Horrors was one of the better modules for this. There was just enough description to give the players points of interact with, as well as a "here's the most obvious way to deal with the problem", but it wasn't the only way to deal with it.</p></blockquote><p></p>
[QUOTE="TiQuinn, post: 9611170, member: 4871"] Totally. Also combat didn't have nearly as many knobs and dials (feats and maneuvers, etc) so if you did try to bull rush through something like the Temple of Elemental Evil, you were going to get bored very quickly as well because those games don't really support a lot of combat variation. Yeah, I think there's a happy medium that needs to be struck in room description. Ideally, I think the GM should have some ideas for how to engage with an encounter and the environment, and have enough information on hand to communicate that to the party. I think this is where really spartan room descriptions fall flat. But conversely, you don't want to pages upon pages of room description that early 1e modules often gave. I actually think Tomb of Horrors was one of the better modules for this. There was just enough description to give the players points of interact with, as well as a "here's the most obvious way to deal with the problem", but it wasn't the only way to deal with it. [/QUOTE]
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