The Alexandrian

Posts tagged ‘campaign journals’

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 1B: THE LOST VAULTS CONTINUED

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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

PRELUDE 1A: THE LOST VAULTS

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Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

CHARACTER BACKGROUND: TEE

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

CHARACTER BACKGROUND: AGNARR

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Catherine D. posted a very insightful comment in response to my playtesting essays that, indirectly, got me thinking again about the radically different experience I have with combat in 3rd Edition compared to some of the descriptions I hear from others online.

For example, I hear that 3rd Edition combat is static, with characters just standing around and beating on each other — but, at my gaming table, there’s lots of movement and maneuvering. Battles will frequently flow from one room into another.

Catherine also noted that, for her, combat tends to only last a few rounds. In my experience, there’s actually a great deal of variety depending on the style of encounter I’m using. (And this is a subject I may touch on in a later post.) But long battles — often lasting twenty or more rounds — are not unusual in my games.

Similarly, I’ll frequently hear people talking online about how long it takes to resolve a round of combat in 3rd Edition. This isn’t my experience, either. Certainly the longer combats (twenty rounds or more) will take a good chunk of time to play through, but the encounters that only last three or four rounds? Mere minutes of table time.

So, to give some sense of what combat is like in my campaigns, I’ve decided to post an excerpt from the journal for my current campaign. I selected this particular example in response to the following quote from Catherine’s comment:

If the fights all have to be about the same length, they are longer and more engaging. 3.5 said your actions in combat were role-playing, but 4.0 seems to actually mean it. Making fights last long enough to evolve and tell stories was mostly done by fiat and trickery in 3.5; in 4.0, in-combat character choices and battlefield evolution seem to be the default.

Because I have had exactly the opposite experience: In 4th Edition, due to the dissociated nature of the combat mechanics, roleplaying took a backseat to the mechanical manipulation of the game rules. In 3rd Edition, however, I will frequently have roleplaying-intense encounters like the one below.

So this is an example of a lengthy, roleplaying-intensive encounter. Tomorrow I might post an example of a highly mobile combat.

THE SETUP

While exploring a cyclopean subterranean complex, the party has stumbled into a large complex of caves inhabited by a clan of goblins. Having befriended the goblins, they discover that the clan is currently besieged by the “oozed ones” — goblins of the clan who have been infected by some sort of parasite which takes control of their brains and slowly turns them into ooze-like creatures.

With several goblin allies, including a goblin warrrior by the name of Itarek, they have journeyed deep into the “caverns of the ooze”…

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