silentounce
First Post
Goonalan said:<cool stuff>
Anyway- too many opinions, is there a way through this- to make combat twenty minutes tops, less mechanical? More of a... story?
Answers on a postcard.
Well, I don't know how you run combat, but giving players less time to decide what to do always speeds things up. Remember, though, this was the first time playing with a new rule set so of course things are going to bog down. Honestly, I didn't see anything in your recap that couldn't happen using 4e. Most of it was RP anyway, right? There's no reason the dwarf couldn't seduce the barmaid in 4e, etc. If anything, I think that the new powers/spells/exploits whatever you want to call them can actually make the combat more roleplayee, if you catch my drift. It'll give less creative players fuel to describe their actions. But without more info on how you run your 3.x combats, I don't know what else to tell you.
Also, it seems like the best advice I can give you would be, your campaign doesn't seem to be broken, so don't fix it. Maybe 4e just isn't for your group.
EDIT: didn't read your most recent post before commenting.
I think I may have found what your combat problem is. As many have said, 4e is very cooperative when it comes to combat, especially the one that this thread is talking about. With the hidden character shenanigans, not that there's anything wrong with that, that seem to be going on in your group, and, as you put it yourself, they don't seem to be the most cooperative group. If the PCs are thinking of themselves first, it's going to make combat a lot more clunky and difficult.
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