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Old 28th October 2008, 07:32 PM   #25 (permalink)
vagabundo
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Join Date: Sep 2007
Location: Dublin, Ireland
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vagabundo Goblin Sharpshooter (Lvl 2)
Quote:
Originally Posted by BeholderBurger View Post
At the moment encounter length is causing my group serious concerns. We are a veteran group of D&D players with many editions and years of experience behind us and we all love trying out anything new to see if it improves the game experience yet 4th edition is really messing with our heads. For instance, last night we did the last combat in the keep on the shadowfells and it took the group 3 hours to get Kalarel to bloodied before we stopped the session. This was 9 rounds of combat, so 3 per hour or 1 full round every 20 minutes. Given that there were 9 initiative phases (5 for the players, 4 for creatures) that means roughly 2 minutes per player/creature turn. Now given this includes all the messing about, making drinks, checking powers and there were no distratcions from the game of any type i cant help but think this is an extraordinary amount of time to be taking over a combat. It certainly put me and the guys on another downer for 4e as virtually all combats we have tried are taking much too long. I am resolved to find a solution to this issue but tampering with hit points (i was pondering over the idea of halving all hit points) sounds like a recipe for everybody to suddenly become tanks or ranged classed.
That sounds way to long, saying that, I havent run this encounter yet, but nothing Ive run has taken this long in 4e, unless there was significant disruptions.

What was taking 2 minutes for everyones turn? Are they paying attention? By the time it is their turn they should already know what they are going to do if they are.
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