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Ideas for Making Combat Quicker

 
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Will



Joined: 22 Oct 2006
Posts: 395
Location: This Very Ring

PostPosted: Thu Jan 06, 2011 6:46 pm    Post subject: Ideas for Making Combat Quicker Reply with quote

I haven't thought too hard about it, but my initial reaction is that this guy is a motherfucking genius.

http://slyflourish.com/three-monster-powers-to-speed-up-combat/

What say you?

-Will!
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Glammo



Joined: 12 Sep 2007
Posts: 453
Location: Finding paths and breakin' hearts

PostPosted: Thu Jan 06, 2011 7:42 pm    Post subject: Reply with quote

I like. At least the first two.

Sometimes combat isn't threatening enough in the last rounds because you know you're going to win anyway. Sometimes I feel like just "yada yada yada"-ing the last two or three rounds. Not only would this make it go faster, and maybe it'll give the monsters an edge to make things interesting as well.

The solo thing works great as well for the reason he gave. A boss monster's going to be hurt a lot more by single-target status effects than a single lesser monster would.

Deathburst sounds a bit weird just because how would you explain that with non magical stuff? "And suddenly, because I can tell you guys are getting bored, the troll gibs itself!!!!"
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Will



Joined: 22 Oct 2006
Posts: 395
Location: This Very Ring

PostPosted: Fri Jan 07, 2011 5:17 pm    Post subject: Reply with quote

Well, ya, the Deathburst would be reserved for baddies for whom it makes sense, but there are plenty of those. I dig the idea of monsters being able to trade hit points for damage.

The guy mentions a similar idea for PCs, giving them the option to trade a pain-in-the-ass condition (like being stunned) for something that sucks equally, but in a different way (like a shit-ton of damage): Status Effect Alternatives

This guy's blog kicks ass.
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