Message:I'm trying to keep the current campaign combat crisp. A few rounds of good damage by players on Mobs and an ever increasing chance one character gets walloped. It works good for speed and always has an element of danger. Last week it was my guy who was on death's door (scary).
By employing the Tactics Cards and Tricks (soon to be known as Rusty's Bane). White Box combat in the Red Elf Hack turns into not specifically how to Slay the Enemy, but how quickly to do it to prevent the next whammy. Should spells (all of them not just regular impact spells, e.g., Sleep and Fireball) will have a reckoning! Used now for advantage or save for climax to prevent Mob from retaliating?
Letting the heals and potions act as rez (return a PC to game near death constantly) keeps recycle to lvl one low while pushing the party to take risks. We'll see if it captures the old zeitgeist.
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I have refed max level Psionics and Monks (in high school). Agree with video, not much fun. Also the skew on the DnD magic and Demons gating in more demons makes Save or Die way more likely. As it has been reported many a time, an early Ref like Gary would put six Balrogs into room for no good reason but to exhaust the party of all it's relics and seven+ level spells.
Maybe it was for a good reason.
Yours,
IronRed
10-Jul-2025