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General Tabletop Discussion
*Dungeons & Dragons
2/18/13 L&L column
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<blockquote data-quote="D'karr" data-source="post: 6089615" data-attributes="member: 336"><p>I've always run a larger than average group 6-12 (9 regular players). With our games I've had to become very "strict" with "lollygagging". In 3.x as we started to go up in level each turn could take a long time due to the action economy (iterative attacks) and summoned creatures/effects. In the beginning with 4e the unfamiliarity made the turns longer. As the players started to get familiar with their characters and with common group tactics the turns started to get shorter. When things have "seemed" longer is usually because I've thrown a very complicated combat, with different "phases" triggering as the combat escalates. </p><p></p><p>What seems longer is actually longer because we are doing so much more. I've had to discipline myself to stay on task - moving the game along. I'm using the same techniques I had to develop with 3.x to deal with turn speed, but the overall effect is more satisfying. We accomplish a lot more.</p><p></p><p>PC classes do play a large role in determining the speed of things. More strikers usually means shorter combats. Too many interrupts can slow down, so you have to handle them rapidly. Minutia discussions are a time sink (can you use that?, don't move there because..., the rules are..., etc.) Eliminate those as quickly as possible. Make an adjudication and move on. Focusing fire is another speed enhancing technique. Roll attack and damage at the same time. Cycle through initiative quickly, don't delay. All these and more help to "speed" things up and also increase excitement at the table. </p><p></p><p>So there is some truth to what you are alluding, but it is usually tied to "wasted" time at the table (conversations, etc.) Not wasted time in game.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6089615, member: 336"] I've always run a larger than average group 6-12 (9 regular players). With our games I've had to become very "strict" with "lollygagging". In 3.x as we started to go up in level each turn could take a long time due to the action economy (iterative attacks) and summoned creatures/effects. In the beginning with 4e the unfamiliarity made the turns longer. As the players started to get familiar with their characters and with common group tactics the turns started to get shorter. When things have "seemed" longer is usually because I've thrown a very complicated combat, with different "phases" triggering as the combat escalates. What seems longer is actually longer because we are doing so much more. I've had to discipline myself to stay on task - moving the game along. I'm using the same techniques I had to develop with 3.x to deal with turn speed, but the overall effect is more satisfying. We accomplish a lot more. PC classes do play a large role in determining the speed of things. More strikers usually means shorter combats. Too many interrupts can slow down, so you have to handle them rapidly. Minutia discussions are a time sink (can you use that?, don't move there because..., the rules are..., etc.) Eliminate those as quickly as possible. Make an adjudication and move on. Focusing fire is another speed enhancing technique. Roll attack and damage at the same time. Cycle through initiative quickly, don't delay. All these and more help to "speed" things up and also increase excitement at the table. So there is some truth to what you are alluding, but it is usually tied to "wasted" time at the table (conversations, etc.) Not wasted time in game. [/QUOTE]
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