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General Tabletop Discussion
D&D Older Editions
4E/3E Combat Time Question...
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<blockquote data-quote="jimpaladin" data-source="post: 4172226" data-attributes="member: 53202"><p>I'm going to weigh in on this topic since I haven't yet OMG! After reading DM Blake's reply I have to say that although he has a point I disagree with the premise. In addition, the whole notion of "fast" or "slow" rounds in ANY edition is based on several of the same factors. The 2 biggest are the players and the DM. </p><p></p><p>When I DM the idea is to impart some cinematic action for my players hoping to get a return response. Usually this works. BUT I know it has happened that 1 player if all they want to do is say "I attack the yellow monster and roll a 16 and do 7 points of damage if I hit." Is going to make others do the same and will speed up the game as it looks like the DM is dragging things along making it appear the combats take forever. </p><p></p><p>I didn't make myself clear in that last paragraph. What I am saying is that depending on how combat is conducted can make a "slow" as in long or 20 minute combat seem short or forever by how one views it. IMO if combat takes 7 rounds and each round is 10 seconds or 5 minutes of real time as long as EVERYONE enjoys it then the combat will seem quick. For those that don't enjoy the combat sequence every combat seems to take forever.</p><p></p><p>Granted; you still have those points brough up about disinterested players and distracted DM's. But isn't that a function of the group dynamic not the fault of the game? Choices have always been in the game. Even 3e with its attempt to "rule" most situations still had to quote that if you weren't sure +2/-2 a roll that you though reasonable and go from there.</p><p></p><p>Whether combat or Roleplaying or levelling up it is the group dynamic that makes or breaks our fun factor and the time spent. 6 hours of fun no matter how many encounters are ran equals 6 hours of fun. IN ANY EDITION <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="jimpaladin, post: 4172226, member: 53202"] I'm going to weigh in on this topic since I haven't yet OMG! After reading DM Blake's reply I have to say that although he has a point I disagree with the premise. In addition, the whole notion of "fast" or "slow" rounds in ANY edition is based on several of the same factors. The 2 biggest are the players and the DM. When I DM the idea is to impart some cinematic action for my players hoping to get a return response. Usually this works. BUT I know it has happened that 1 player if all they want to do is say "I attack the yellow monster and roll a 16 and do 7 points of damage if I hit." Is going to make others do the same and will speed up the game as it looks like the DM is dragging things along making it appear the combats take forever. I didn't make myself clear in that last paragraph. What I am saying is that depending on how combat is conducted can make a "slow" as in long or 20 minute combat seem short or forever by how one views it. IMO if combat takes 7 rounds and each round is 10 seconds or 5 minutes of real time as long as EVERYONE enjoys it then the combat will seem quick. For those that don't enjoy the combat sequence every combat seems to take forever. Granted; you still have those points brough up about disinterested players and distracted DM's. But isn't that a function of the group dynamic not the fault of the game? Choices have always been in the game. Even 3e with its attempt to "rule" most situations still had to quote that if you weren't sure +2/-2 a roll that you though reasonable and go from there. Whether combat or Roleplaying or levelling up it is the group dynamic that makes or breaks our fun factor and the time spent. 6 hours of fun no matter how many encounters are ran equals 6 hours of fun. IN ANY EDITION :) [/QUOTE]
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