Jack99
Adventurer
Which other editions are you comparing this to?
Probably just 3.x - I can't imagine any other edition taking anyone longer.
Which other editions are you comparing this to?
Originally I also proposed having the players and monsters' attack stats being decreased by 1 for every round they remain bloodied, but none of the players liked it.
Your comments tell me a few things. Either you play at low level, or without a decent healer in the group. Because with a decent cleric, especially at higher levels, you are either dead or un-bloodied most of the time. My point is simply that your AC rule would do very little difference overall. IMO and IME and all that jazz of course.
My campaign is at level 14 right now, and there is a cleric in the group.
The way I design the encounters, the monsters/badguys don't have any healing surges except for maybe the bosses. The first rule of decreasing the AC and other defenses when bloodied, in practice generally affects the monsters first. It only starts to affect the players when they are out of healing surges.
The drawback of all these combat encounter speedups, is that all the ones I've tried so far have led to healing surges being eaten up a lot faster. Frequently by the time an encounter is finished, most of the players are out of healing surges.
What happens afterward is the players end up going back to town or to a "rest stop", and rest for the remainder of the day. Essentially for almost every major combat encounter, the players are all freshly loaded up with their daily powers.
Thats not good. At least not in my book. I just want them to be able to take on the same amounts of combats per day (up to 6 or so), but the fights themselves should just be resolved quicker.