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General Tabletop Discussion
*Dungeons & Dragons
8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="Manbearcat" data-source="post: 6117791" data-attributes="member: 6696971"><p>2 first: I don't know for other folks but my players are approximately 45 seconds on trivial (level + 2 fights) and 1.5 minutes (2 at most) on bosses (level + 5 fights). They are ready to go with their their suite of actions, they deploy, mechanically resolve and narrate conclusion within that time period. The vast majority of time in our combats is actually setting them up on the board! That is the primary reason why I constructed my alternative, narrative, dice pool approach for simple combats so we don't even have to bother with the board and can just use TotM and still get some fun, tactical, narrative-centric combat in play.</p><p></p><p>On 1. I believe that you have 7-8 players? Here is the thing. Given 4e's mechanical engine, the multiple vectors of a complex fight and the inherent synergy/teamwork that you're expected to leverage for force-multiplication, players will potentially get overburdened with trying to squeak out every single last bit of action economy optimization. Players HAVE to be decisive. They need to be focusing on how they are going to spend their action economy on the few turns before they go. They should maybe have 2 approaches in that period and have it narrowed down to 1 when it is their turn. Balance is not so outrageously tight that if they don't squeak out perfectly optimal usage of their actions (90 % vs 100 %) then they are doomed to fail. </p><p></p><p>There are three things that might help you guys along:</p><p></p><p>- Play speed chess together! Nothing gets people in the mode to consider multiple vectors, deploy and resolve quickly like speed chess!</p><p></p><p>- Have the people who take longer play MBA-based Essentials strikers, Twin Strike optimized Rangers, or Companion characters from DMG2. </p><p></p><p>- Set up an egg timer for 2 minutes for every single turn. Have a default At-Will approach (like in the D&D boardgames) that the character will use if that egg timer dings.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6117791, member: 6696971"] 2 first: I don't know for other folks but my players are approximately 45 seconds on trivial (level + 2 fights) and 1.5 minutes (2 at most) on bosses (level + 5 fights). They are ready to go with their their suite of actions, they deploy, mechanically resolve and narrate conclusion within that time period. The vast majority of time in our combats is actually setting them up on the board! That is the primary reason why I constructed my alternative, narrative, dice pool approach for simple combats so we don't even have to bother with the board and can just use TotM and still get some fun, tactical, narrative-centric combat in play. On 1. I believe that you have 7-8 players? Here is the thing. Given 4e's mechanical engine, the multiple vectors of a complex fight and the inherent synergy/teamwork that you're expected to leverage for force-multiplication, players will potentially get overburdened with trying to squeak out every single last bit of action economy optimization. Players HAVE to be decisive. They need to be focusing on how they are going to spend their action economy on the few turns before they go. They should maybe have 2 approaches in that period and have it narrowed down to 1 when it is their turn. Balance is not so outrageously tight that if they don't squeak out perfectly optimal usage of their actions (90 % vs 100 %) then they are doomed to fail. There are three things that might help you guys along: - Play speed chess together! Nothing gets people in the mode to consider multiple vectors, deploy and resolve quickly like speed chess! - Have the people who take longer play MBA-based Essentials strikers, Twin Strike optimized Rangers, or Companion characters from DMG2. - Set up an egg timer for 2 minutes for every single turn. Have a default At-Will approach (like in the D&D boardgames) that the character will use if that egg timer dings. [/QUOTE]
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8 minutes/turn - is that very slow? slow? average?
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