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Hit Points. Did 3.0 Or 3.5 Get it Right?
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<blockquote data-quote="Celebrim" data-source="post: 9254850" data-attributes="member: 4937"><p>Well, that's certainly an aesthetic choice. I try to strive for 3-5 round combats because anything shorter and surprise and initiative become way too important and there isn't enough opportunity for maneuver, tactics, or cinematic action. Some exceptionally long combats have gone like 16 rounds, but that usually involves multiple waves of attackers or the PC's running away from something or chasing something. </p><p></p><p>I think the longest one I can think of involved two waves of juju zombies in a ruined courtyard where the second wave was accompanied by an undead siege tower (itself made up of sewn together body parts and so equipped with arms and weapons) being ridden by skeleton warrior archers. </p><p></p><p>But my group probably enjoys combat more than anything, and really my next adventure for them is probably going to have to be more linear and more combat heavy to make up for me dragging them through a wide-open sandbox investigation heavy adventure. </p><p></p><p>Generally combats only drag if you just have two sides standing toe to toe wailing on each other in an effort to break through defenses. That's pretty rare. If a fight goes long, but it involves making tactical choices and characters moving around, it's generally well received. Even the sloggiest fight I can remember, in our Star Wars game versus a heavily armored bounty hunter, it was a slog, but it ultimately got pretty tense because everyone in the party but one was ultimately incapacitated or too heavily wounded to fight and so it came down to one last do or die round. Part of that slogginess is the fault of the D6 system though, which since it lacks hit points tends to feature very binary fights and death spirals.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9254850, member: 4937"] Well, that's certainly an aesthetic choice. I try to strive for 3-5 round combats because anything shorter and surprise and initiative become way too important and there isn't enough opportunity for maneuver, tactics, or cinematic action. Some exceptionally long combats have gone like 16 rounds, but that usually involves multiple waves of attackers or the PC's running away from something or chasing something. I think the longest one I can think of involved two waves of juju zombies in a ruined courtyard where the second wave was accompanied by an undead siege tower (itself made up of sewn together body parts and so equipped with arms and weapons) being ridden by skeleton warrior archers. But my group probably enjoys combat more than anything, and really my next adventure for them is probably going to have to be more linear and more combat heavy to make up for me dragging them through a wide-open sandbox investigation heavy adventure. Generally combats only drag if you just have two sides standing toe to toe wailing on each other in an effort to break through defenses. That's pretty rare. If a fight goes long, but it involves making tactical choices and characters moving around, it's generally well received. Even the sloggiest fight I can remember, in our Star Wars game versus a heavily armored bounty hunter, it was a slog, but it ultimately got pretty tense because everyone in the party but one was ultimately incapacitated or too heavily wounded to fight and so it came down to one last do or die round. Part of that slogginess is the fault of the D6 system though, which since it lacks hit points tends to feature very binary fights and death spirals. [/QUOTE]
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Hit Points. Did 3.0 Or 3.5 Get it Right?
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