D&D Combat Mid-Mortem.
Aug. 6th, 2010 07:59 amI'm going to post the transcript from last night's session later... I want to be wide awake when I use search-and-replace to format it, so I don't end up with weird errors like I did last time when I threw it up more or less immediately.
A single combat round went slower this time than it during the test. A lot of that was me. I think in retrospect I probably should have broken the session off at 11 instead of plowing on, because my brain does get fatigued and that makes it hard to do the spatial reasoning stuff. At the very end I almost skipped one player's turn and also forgot the fact that you can't take actions after a charge.
I think part of the slowness was also the battlefield... I was experimenting with adding difficult terrain, and the way I did it was describing the bottom of the quarry as being full of difficult terrain that would make movement take longer (because you'd have to go around it or through it, with a net effect either way of taking extra actions to get anywhere). Not very exciting in excecution. By the time we got to the end of the round I'd stopped penalizing movement, and I'm not going to do that when we pick it up next week.
I think difficult terrain can have a use in an ACME game, but it's got to be a relatively concrete thing... a big patch of it you could use to dissuade a shifty monster's chosen tactics, or that is on a direct line between you and some enemy archers. It has to be placed deliberately, in other words, so that it can have a deliberate impact. Otherwise it's just "movement takes twice as long", which makes the first round a wash.
The other thing I learned is that the halve monsters HP/double up their attacks thing might make the fights go quicker but it can also prevent any of the individual monsters from sticking around long enough to show what they can really do. Since I'm making a point of making each NPC in a fight distinct from each other (Goblin circus performers in the test, elemental animals in this session) to make position tracking easier, this can be a bad thing because each one's got some interesting tricks to show off and the fight can lose something based on which ones drop in the first round.
So instead of double attacks and halve HP, I think I'm going to leave their HP alone. This will mean that the typical monster is between a standard an elite, which means I'll be splitting the difference on experience. This will result in fewer opponents in a standard fight, which is something I want to do anyway, and one of the reasons every fight has at least one elite in it.
I'm also thinking that since the players end up waiting for their turns, I'm going to make "intro text" for each fight that I can post here giving a better description of the foes they're facing and better hints about their capabilities (who looks fast, who looks tough, etc.) I generally favor giving more information over less, but trying to put it into a scrolling Skype window can be tough.
A single combat round went slower this time than it during the test. A lot of that was me. I think in retrospect I probably should have broken the session off at 11 instead of plowing on, because my brain does get fatigued and that makes it hard to do the spatial reasoning stuff. At the very end I almost skipped one player's turn and also forgot the fact that you can't take actions after a charge.
I think part of the slowness was also the battlefield... I was experimenting with adding difficult terrain, and the way I did it was describing the bottom of the quarry as being full of difficult terrain that would make movement take longer (because you'd have to go around it or through it, with a net effect either way of taking extra actions to get anywhere). Not very exciting in excecution. By the time we got to the end of the round I'd stopped penalizing movement, and I'm not going to do that when we pick it up next week.
I think difficult terrain can have a use in an ACME game, but it's got to be a relatively concrete thing... a big patch of it you could use to dissuade a shifty monster's chosen tactics, or that is on a direct line between you and some enemy archers. It has to be placed deliberately, in other words, so that it can have a deliberate impact. Otherwise it's just "movement takes twice as long", which makes the first round a wash.
The other thing I learned is that the halve monsters HP/double up their attacks thing might make the fights go quicker but it can also prevent any of the individual monsters from sticking around long enough to show what they can really do. Since I'm making a point of making each NPC in a fight distinct from each other (Goblin circus performers in the test, elemental animals in this session) to make position tracking easier, this can be a bad thing because each one's got some interesting tricks to show off and the fight can lose something based on which ones drop in the first round.
So instead of double attacks and halve HP, I think I'm going to leave their HP alone. This will mean that the typical monster is between a standard an elite, which means I'll be splitting the difference on experience. This will result in fewer opponents in a standard fight, which is something I want to do anyway, and one of the reasons every fight has at least one elite in it.
I'm also thinking that since the players end up waiting for their turns, I'm going to make "intro text" for each fight that I can post here giving a better description of the foes they're facing and better hints about their capabilities (who looks fast, who looks tough, etc.) I generally favor giving more information over less, but trying to put it into a scrolling Skype window can be tough.