Lessons From Thursday's Delve
Jul. 22nd, 2010 10:47 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The first fight is winding down, doesn't seem like we'll get to the second one with the whole group. It's gone slower than I had hoped but I think I've learned what I need to make it go faster.
Other than that, I'm very happy with how things went. My dynamic monsters weren't quite as dynamic as they could have been, but that's because I forgot some of the capabilities that I gave them. Having their statblocks crowded on a screen is not idea. I need a different way to view them. And maybe give myself tactics notes reminding what to open with.
- Give players the initiative list up front so that they know when they're going and can better plan their first move (and start writing in advance, if they're verbose.)
- Use the "quick combat" trick - make monsters more deadly and halve their HPs. This makes combat take fewer rounds to get through, makes player actions feel more decisive, but keeps the menace level about the same. This would be the big thing, I think.
- Clarify while laying out the scene how obstacles like the poker table affect movement. This way players will know what they can and can't do.
- Emphasize more often who's within reach/move - the most important aspect of the distance rules.
Other than that, I'm very happy with how things went. My dynamic monsters weren't quite as dynamic as they could have been, but that's because I forgot some of the capabilities that I gave them. Having their statblocks crowded on a screen is not idea. I need a different way to view them. And maybe give myself tactics notes reminding what to open with.
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on 2010-07-23 04:14 am (UTC)no subject
on 2010-07-23 04:23 am (UTC)You'd think I'd never met myself...
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on 2010-07-23 04:33 am (UTC)no subject
on 2010-07-23 04:49 am (UTC)no subject
on 2010-07-23 06:30 am (UTC)It's basically the concept of an Elite in reverse: two monsters that act as one.
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on 2010-07-23 01:41 pm (UTC)Obviously you don't upgrade their defenses, as that would defeat the whole purpose of speeding combat up.
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on 2010-07-23 01:59 pm (UTC)What I would rather do is give them double attacks. This not only makes things less random but it spreads the damage they do out in a pattern that's more like what it would be under normal combat.
Also, if you favor interesting monsters, the two attacks can be using different modes. For instance, I had a Goblin Magician in this fight who flung cards as his basic ranged attack and as a recharge power could pull something out of his hat. For the revamp version of this, I'm going to tweak both those powers to make them more comparable, and allow him to do both every round.