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6E But A + Thread
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<blockquote data-quote="Ruin Explorer" data-source="post: 9739641" data-attributes="member: 18"><p>Hmmm.</p><p></p><p>We found 4E was significantly faster than 3.5E until you got to level 11 or so (in large part because of the more consistent and exception-based design).</p><p></p><p>The trouble 4E had was that as you levelled up, you didn't get an excessive number of abilities, the number you had at any time was pretty low but... you did start getting abilities that were a lot more complicated, like potentially doing multiple things, and a lot more abilities which involved Reactions, Immediate Actions (which can be out-of-turn), Interrupts, and so on, and not only did the PCs get these, the monsters did too.</p><p></p><p>You also got more and more situations where exact initiative order mattered, and people thus started using the various ways to change initiative order a lot more, which was a huge slowdown.</p><p></p><p>Combine the two and you went from this game, which was, for us, just a lot snappier than 3.5E/PF1 (albeit that still puts it up the "slow" end of combat, for sure), and a lot more engaging (because weirdly all my players really engaged with the tactical angle, not something I expected), but by like, 13, was slow-as-hell and combats had gone from 45 minutes to an hour to 2+ hours easily, sometimes much longer. And after few levels of that, even though people liked the campaign and the cool stuff that happened in combat, it felt like the whole "entire session is basically 1 combat" thing wasn't working for us.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9739641, member: 18"] Hmmm. We found 4E was significantly faster than 3.5E until you got to level 11 or so (in large part because of the more consistent and exception-based design). The trouble 4E had was that as you levelled up, you didn't get an excessive number of abilities, the number you had at any time was pretty low but... you did start getting abilities that were a lot more complicated, like potentially doing multiple things, and a lot more abilities which involved Reactions, Immediate Actions (which can be out-of-turn), Interrupts, and so on, and not only did the PCs get these, the monsters did too. You also got more and more situations where exact initiative order mattered, and people thus started using the various ways to change initiative order a lot more, which was a huge slowdown. Combine the two and you went from this game, which was, for us, just a lot snappier than 3.5E/PF1 (albeit that still puts it up the "slow" end of combat, for sure), and a lot more engaging (because weirdly all my players really engaged with the tactical angle, not something I expected), but by like, 13, was slow-as-hell and combats had gone from 45 minutes to an hour to 2+ hours easily, sometimes much longer. And after few levels of that, even though people liked the campaign and the cool stuff that happened in combat, it felt like the whole "entire session is basically 1 combat" thing wasn't working for us. [/QUOTE]
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