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<blockquote data-quote="babinro" data-source="post: 5443950" data-attributes="member: 67482"><p>This does seem like an abnormally long time frame to play with only one encounter. Of course, if RP takes up half the session, then 3 hours with one battle is a bit more understandable.</p><p></p><p>In my experience, I find heroic tier battles to average around 30 minutes to 1 hour.</p><p>Paragon tier is closer to 45 minutes to 1 hour and 15 minutes. Epic tier to be about 1-2 hours. Higher epic can really throw off those numbers given the high quantity of daze/stun/restrain conditions potentially negating several turns in a row. </p><p></p><p>Easily the quickest means of speeding up combat in my experience has been creating a custom quick reference character sheet devoted to combat. Make all powers one to two lines of text at most, and put all the actual numbers in them.</p><p></p><p>Examples:</p><p></p><p>At-Will: </p><p><strong>Leading Strike</strong> (std): Melee: +20 vs AC: 1d12+13. One ally adj to you or the target adds +6 power bonus to dam roll.</p><p><strong>Radiant Vengeance</strong> (std): Ranged 10: +18 vs Reflex: 1d8+9 radiant and you gain 6 temp hp.</p><p></p><p>Encounter:</p><p><Chan Divinity> <strong>Abjure Undead:</strong> (std): Close Burst 5: Target 1 Undead: +18 vs Will: 6d10+12 radiant, pull 7 and Immobile till EomNT - (Short for End of my Next Turn).</p><p></p><p>Daily:</p><p><strong>Soul Lightning</strong>: (Std): Ranged 5: +18 vs Will: 3d10+9 psychic and ong 10 lightning (sv end). Miss: 1/2 dam and ong 5 lightning (sv end). </p><p>Effect: When target takes ong lightning, enemies within 2 take same amount of damage.</p><p></p><p></p><p>Quick reference common items on the page as well. Example)</p><p></p><p>AC: 20 Fort: 18 Reflex: 17 (19 if bloodied) Will: 15</p><p>HP: 40 (20 Bloodied, 10 Surge): <<strong>Resist 5:</strong> Fire, Lightning, Acid. <strong>Resist 10:</strong> Necrotic></p><p></p><p>Conditionals: +4 damage to bloodied foes, +2d8 sneak attack vs CA, +1 attack rolls on at-wills when creature is alone.</p><p></p><p>The purpose of the conditionals section is to quick reference certain combat oriented class traits and magical items without spending the time to read each item individually. In doing a sheet like this, you save a ton of time during combat. You want to keep a formal character builder sheet on hand with the powers in case there's a rules dispute or the like so you can access the formal wording of powers and their kickers. </p><p></p><p></p><p>This combat with other tactics such as reduced enemy hp, or granting PC's encounter powers after accomplishing combat goals help speed up combats particularly when the become at-will oriented. Running monsters of PC level or lower is a great idea. If you want to run higher level monsters, modify their hp to that of the equal level monster, but run damage values and defenses of that larger creature.</p></blockquote><p></p>
[QUOTE="babinro, post: 5443950, member: 67482"] This does seem like an abnormally long time frame to play with only one encounter. Of course, if RP takes up half the session, then 3 hours with one battle is a bit more understandable. In my experience, I find heroic tier battles to average around 30 minutes to 1 hour. Paragon tier is closer to 45 minutes to 1 hour and 15 minutes. Epic tier to be about 1-2 hours. Higher epic can really throw off those numbers given the high quantity of daze/stun/restrain conditions potentially negating several turns in a row. Easily the quickest means of speeding up combat in my experience has been creating a custom quick reference character sheet devoted to combat. Make all powers one to two lines of text at most, and put all the actual numbers in them. Examples: At-Will: [B]Leading Strike[/B] (std): Melee: +20 vs AC: 1d12+13. One ally adj to you or the target adds +6 power bonus to dam roll. [B]Radiant Vengeance[/B] (std): Ranged 10: +18 vs Reflex: 1d8+9 radiant and you gain 6 temp hp. Encounter: <Chan Divinity> [B]Abjure Undead:[/B] (std): Close Burst 5: Target 1 Undead: +18 vs Will: 6d10+12 radiant, pull 7 and Immobile till EomNT - (Short for End of my Next Turn). Daily: [B]Soul Lightning[/B]: (Std): Ranged 5: +18 vs Will: 3d10+9 psychic and ong 10 lightning (sv end). Miss: 1/2 dam and ong 5 lightning (sv end). Effect: When target takes ong lightning, enemies within 2 take same amount of damage. Quick reference common items on the page as well. Example) AC: 20 Fort: 18 Reflex: 17 (19 if bloodied) Will: 15 HP: 40 (20 Bloodied, 10 Surge): <[B]Resist 5:[/B] Fire, Lightning, Acid. [B]Resist 10:[/B] Necrotic> Conditionals: +4 damage to bloodied foes, +2d8 sneak attack vs CA, +1 attack rolls on at-wills when creature is alone. The purpose of the conditionals section is to quick reference certain combat oriented class traits and magical items without spending the time to read each item individually. In doing a sheet like this, you save a ton of time during combat. You want to keep a formal character builder sheet on hand with the powers in case there's a rules dispute or the like so you can access the formal wording of powers and their kickers. This combat with other tactics such as reduced enemy hp, or granting PC's encounter powers after accomplishing combat goals help speed up combats particularly when the become at-will oriented. Running monsters of PC level or lower is a great idea. If you want to run higher level monsters, modify their hp to that of the equal level monster, but run damage values and defenses of that larger creature. [/QUOTE]
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