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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters/day - how common is this?
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<blockquote data-quote="The_Furious_Puffin" data-source="post: 6836381" data-attributes="member: 11831"><p>Yeah, we definitely have a couple of players of the I rolled a 3, a 5, and have static modifiers of.. what are my static modifiers again *checks sheet* OK 12.. so thats a total of *thinks* 21? No wait 20!" variety, which makes everything take 5 times as long as it needs to in combat, regardless of difficulty. One guy is playing a hand crossbow gimmick fighter I built and takes about a billion years to do his turns which fills me with regret.</p><p></p><p>But that said I don't see how it's possibly going to be 20 minutes a throw regardless of what you do, especially once you get a plethora of multiattackers. We're heading to level 15 and slow adding dude attacks 4 times. Even if he was lighting quick, it still takes AGES because the system doesn't really let you resolve attacks in batches. </p><p></p><p>To use an example, you get issues like this. Crossbow spam fighter knows the dude he is firing at has low health. When he drops him he wants to move somewhere else to do something else. So you get this, which is tedium:</p><p></p><p>*Dude rolls 1 attack.* Is the guy dead? No?</p><p></p><p>*Dude rolls 2nd attack* Oh I missed. Do I use superiority dice? Hrm, yeah, I should *hits, gets bad damage, fails to kill* OK still not dead? </p><p></p><p>*Dude rolls 3rd attack* Aha, dude is dead, so I move and make 4th attack. </p><p></p><p>*Dude rolls 4th attack*</p><p></p><p>Even if he was quick, would still take forever and this happens all the time.</p><p></p><p>Edit: The encounters are not even that hard - there has been 1 player death (my own, from a natural 1 on a death saving throw with a one on the clock at level.. 2? I think?) and we're tooling along to moderately high levels with the GM rolling his dice in the open, so it's not even that we're being ridiculously optimal with incombat tactics.</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6836381, member: 11831"] Yeah, we definitely have a couple of players of the I rolled a 3, a 5, and have static modifiers of.. what are my static modifiers again *checks sheet* OK 12.. so thats a total of *thinks* 21? No wait 20!" variety, which makes everything take 5 times as long as it needs to in combat, regardless of difficulty. One guy is playing a hand crossbow gimmick fighter I built and takes about a billion years to do his turns which fills me with regret. But that said I don't see how it's possibly going to be 20 minutes a throw regardless of what you do, especially once you get a plethora of multiattackers. We're heading to level 15 and slow adding dude attacks 4 times. Even if he was lighting quick, it still takes AGES because the system doesn't really let you resolve attacks in batches. To use an example, you get issues like this. Crossbow spam fighter knows the dude he is firing at has low health. When he drops him he wants to move somewhere else to do something else. So you get this, which is tedium: *Dude rolls 1 attack.* Is the guy dead? No? *Dude rolls 2nd attack* Oh I missed. Do I use superiority dice? Hrm, yeah, I should *hits, gets bad damage, fails to kill* OK still not dead? *Dude rolls 3rd attack* Aha, dude is dead, so I move and make 4th attack. *Dude rolls 4th attack* Even if he was quick, would still take forever and this happens all the time. Edit: The encounters are not even that hard - there has been 1 player death (my own, from a natural 1 on a death saving throw with a one on the clock at level.. 2? I think?) and we're tooling along to moderately high levels with the GM rolling his dice in the open, so it's not even that we're being ridiculously optimal with incombat tactics. [/QUOTE]
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6-8 encounters/day - how common is this?
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