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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="The_Furious_Puffin" data-source="post: 6838051" data-attributes="member: 11831"><p>You're making weird assumptions, like assuming that we let players sit there for 10 minutes to come up with an action. The DM does exactly what you are describing - though what you are saying doesn't work perfectly because the situation may have changed if a major enemy was killed before the players action. Then he might need a moment to replan - though the example I was quoting was a literal actual passage of play from a recent game which didn't have any complex decisions at all. That example was lifted from an actual passage of play </p><p> </p><p>The problem is the warhammer esque problem of forcing you to break down what is basically a dicepool attack into tons and tons of smaller dice rolls. the player in question actually has multiple sets of colourcoded dice and could roll all his attacks at once if you could but the system doesn't let you, because: </p><p></p><p>A) Balanced around fighters being able to split attacks</p><p></p><p>B) Battlemaster fighters need to roll damage after attacks because they have abilities that let you 'correct' a miss. </p><p></p><p>C) Spells like bless break the simplicity of roll d20 + static and unchanging modifier as do abilities like sharpshooter</p><p></p><p>So instead of being able to roll 4d20 + 4d6 you have to roll 1d20+1d4 -> 1d6 ->1d20+1d4 -> d8 -> 1d6 etc 4 or 5 times, doing a call/response with the DM every time about the guy being dead or not. Which takes ages, givne there will always be some thinking time between rolls on the dice to process new information. </p><p></p><p>That example of play is also just playing Descent, there is no RPing in it - which is often a reflection of how combats go down. I think this in part makes combats seriously boring. </p><p></p><p>It's just painful, and we've actually started simplifying this stuff but it's not always easy. For example, if every target in the fight has the same AC the fighter can roll his 4-5 attacks at once, no problem and just count off hits until the guy is dead. But if they have different AC, that doesn't work. Similarly we've started bundling the damage dice roll with the attack roll and letting the two battle-master fighters see their damage rolls before they decide to use precision because the DM thinks they are underpowered (agree). Also, DM has just started telling people ACs out of the gate to make things quicker (this also helps battlemasters too)</p><p></p><p>But I'm pretty sure you're not supposed to do any of that.</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6838051, member: 11831"] You're making weird assumptions, like assuming that we let players sit there for 10 minutes to come up with an action. The DM does exactly what you are describing - though what you are saying doesn't work perfectly because the situation may have changed if a major enemy was killed before the players action. Then he might need a moment to replan - though the example I was quoting was a literal actual passage of play from a recent game which didn't have any complex decisions at all. That example was lifted from an actual passage of play The problem is the warhammer esque problem of forcing you to break down what is basically a dicepool attack into tons and tons of smaller dice rolls. the player in question actually has multiple sets of colourcoded dice and could roll all his attacks at once if you could but the system doesn't let you, because: A) Balanced around fighters being able to split attacks B) Battlemaster fighters need to roll damage after attacks because they have abilities that let you 'correct' a miss. C) Spells like bless break the simplicity of roll d20 + static and unchanging modifier as do abilities like sharpshooter So instead of being able to roll 4d20 + 4d6 you have to roll 1d20+1d4 -> 1d6 ->1d20+1d4 -> d8 -> 1d6 etc 4 or 5 times, doing a call/response with the DM every time about the guy being dead or not. Which takes ages, givne there will always be some thinking time between rolls on the dice to process new information. That example of play is also just playing Descent, there is no RPing in it - which is often a reflection of how combats go down. I think this in part makes combats seriously boring. It's just painful, and we've actually started simplifying this stuff but it's not always easy. For example, if every target in the fight has the same AC the fighter can roll his 4-5 attacks at once, no problem and just count off hits until the guy is dead. But if they have different AC, that doesn't work. Similarly we've started bundling the damage dice roll with the attack roll and letting the two battle-master fighters see their damage rolls before they decide to use precision because the DM thinks they are underpowered (agree). Also, DM has just started telling people ACs out of the gate to make things quicker (this also helps battlemasters too) But I'm pretty sure you're not supposed to do any of that. [/QUOTE]
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Community
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6-8 encounters/day - how common is this?
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