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Community
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Structural Flaw of the D&D Combat System
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<blockquote data-quote="overgeeked" data-source="post: 8952058" data-attributes="member: 86653"><p>“Given the opportunity, players will optimize the fun out of a game.”</p><p></p><p><a href="https://www.thegamer.com/players-optimize-fun-out-of-games/" target="_blank">Players Like To Optimize The Fun Out Of A Game</a>.</p><p></p><p>[MEDIA=youtube]0Q3ezaoqIRM[/MEDIA]</p><p></p><p>The solution: design the game in such a way that the optimal strategy matches the fun you want to see in play. Design the game so that the optimal strategy gives you the excitement curve you're after.</p><p></p><p>[MEDIA=youtube]7L8vAGGitr8[/MEDIA]</p><p></p><p>The quick and dirty version of something like this is to limit characters abilities in some way. So they're forced to ramp up. If the PCs have access to big bad dailies on the first round, they will nova on the first round. So keep those tucked away. But players will complain about this to no end.</p><p></p><p>Maybe something like no spell slots are available that are greater than the round of combat you're in -1? So round 1, only cantrips. Round 2, cantrips and 1st-level spells. Round 3, cantrips, 1st-, and 2nd-level spells.</p><p></p><p>Players complain about anything that restricts them from the baseline assumptions, so flipping it around to some kind of bonus would elicit fewer complaints. The game 13th Age has escalation dice, which gives you a flat bonus based on the round you're in, but that's kinda dull and wouldn't prevent PCs from going nova.</p><p></p><p>You could also try to engineer boss fights in stages, like JRPGs. Give them different immunities, resistances, and weaknesses based on the stage. Let your players know you're doing this and sign post the hell out of those changes so they know what works and what doesn't.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8952058, member: 86653"] “Given the opportunity, players will optimize the fun out of a game.” [URL='https://www.thegamer.com/players-optimize-fun-out-of-games/']Players Like To Optimize The Fun Out Of A Game[/URL]. [MEDIA=youtube]0Q3ezaoqIRM[/MEDIA] The solution: design the game in such a way that the optimal strategy matches the fun you want to see in play. Design the game so that the optimal strategy gives you the excitement curve you're after. [MEDIA=youtube]7L8vAGGitr8[/MEDIA] The quick and dirty version of something like this is to limit characters abilities in some way. So they're forced to ramp up. If the PCs have access to big bad dailies on the first round, they will nova on the first round. So keep those tucked away. But players will complain about this to no end. Maybe something like no spell slots are available that are greater than the round of combat you're in -1? So round 1, only cantrips. Round 2, cantrips and 1st-level spells. Round 3, cantrips, 1st-, and 2nd-level spells. Players complain about anything that restricts them from the baseline assumptions, so flipping it around to some kind of bonus would elicit fewer complaints. The game 13th Age has escalation dice, which gives you a flat bonus based on the round you're in, but that's kinda dull and wouldn't prevent PCs from going nova. You could also try to engineer boss fights in stages, like JRPGs. Give them different immunities, resistances, and weaknesses based on the stage. Let your players know you're doing this and sign post the hell out of those changes so they know what works and what doesn't. [/QUOTE]
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