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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.

on 2010-07-23 04:23 am (UTC)
Posted by [identity profile] alexandraerin.livejournal.com
My thought was, "I just finished making these guys less than 24 hours ago, I'm not going to forget what they can do and when they should do it."

You'd think I'd never met myself...

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