alexandraerin: (Default)
alexandraerin ([personal profile] alexandraerin) wrote2010-07-22 10:47 pm

Lessons From Thursday's Delve

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.


  • 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.

[identity profile] cpip.livejournal.com 2010-07-23 04:14 am (UTC)(link)
Tactics notes are great. I try and write a few scribbles myself, and I know when I don't is when I'm less happy about the result of a combat scene.

[identity profile] gamingdragon.livejournal.com 2010-07-23 04:33 am (UTC)(link)
I'm working on a prepost list in note pad that has my info for my attacks i think it will help things go faster on my side so I can just copy paste some things

[identity profile] josol.livejournal.com 2010-07-23 04:49 am (UTC)(link)
I liked what I saw, actually. The fact that two of them were "partners" really struck me. I'll remember those two for a while.

[identity profile] downeymb.livejournal.com 2010-07-23 01:41 pm (UTC)(link)
I like the quick combat trick idea a lot. So to make them more deadly do you just bump their attacks up by say +2 and their damage by +4/additional dice? Or is that not enough?

Obviously you don't upgrade their defenses, as that would defeat the whole purpose of speeding combat up.