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Combat length and Adventure pacing
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<blockquote data-quote="Ariosto" data-source="post: 5118318" data-attributes="member: 80487"><p>If by 'tougher' you mean "more evenly matched", then I can dig it. If you mean only "harder for the players" (with the same slant to "where are the easy ones, guys?"), then that puzzles me. One might expect heavier odds in favor of <em>either</em> side to lead to quicker resolution.</p><p></p><p><strong>"The other"</strong> other point is that <em>variety</em> is the spice of life, and a long sameness of anything can get boring. Follow that up with different people having different interests, and making one thing chew up an hour at a stretch is going to leave some people <em>really</em> fed up or tuned out.</p><p></p><p>I reckon most people who like 4e <em>dis</em>like some non-combat activities that have been common to D&D -- enough so that spending an hour at a stretch on them (much less in just <em>one</em> mode) would be a great big drag.</p><p></p><p>In old D&D, I am not accustomed to spending an hour on <em>anything</em>. An hour typically means 3 to 6 (4 being about average) different "scenes" involving different kinds of engagement and decision-making, most pretty notably <em>decisive</em> in one way or another -- at least in terms of resources used and/or direction taken. Up to a dozen encounters with phenomena of only passing interest might fit into the same time, but most often there is great variety in how much time players devote to one situation and the next as well as in how they spend that time.</p><p></p><p>In 4e, I tend to see the fights really as the "main event", the pearls on a string of other business not <em>worthy</em> of so much attention. I'm sure there are people who do it differently, but I doubt that most 4e players most of the time expect to spend an hour or more between fights. Barring that, combat alone takes up more than half of session time -- leaving less than half for <em>everything</em> else.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5118318, member: 80487"] If by 'tougher' you mean "more evenly matched", then I can dig it. If you mean only "harder for the players" (with the same slant to "where are the easy ones, guys?"), then that puzzles me. One might expect heavier odds in favor of [i]either[/i] side to lead to quicker resolution. [b]"The other"[/b] other point is that [i]variety[/i] is the spice of life, and a long sameness of anything can get boring. Follow that up with different people having different interests, and making one thing chew up an hour at a stretch is going to leave some people [i]really[/i] fed up or tuned out. I reckon most people who like 4e [i]dis[/i]like some non-combat activities that have been common to D&D -- enough so that spending an hour at a stretch on them (much less in just [i]one[/i] mode) would be a great big drag. In old D&D, I am not accustomed to spending an hour on [i]anything[/i]. An hour typically means 3 to 6 (4 being about average) different "scenes" involving different kinds of engagement and decision-making, most pretty notably [i]decisive[/i] in one way or another -- at least in terms of resources used and/or direction taken. Up to a dozen encounters with phenomena of only passing interest might fit into the same time, but most often there is great variety in how much time players devote to one situation and the next as well as in how they spend that time. In 4e, I tend to see the fights really as the "main event", the pearls on a string of other business not [i]worthy[/i] of so much attention. I'm sure there are people who do it differently, but I doubt that most 4e players most of the time expect to spend an hour or more between fights. Barring that, combat alone takes up more than half of session time -- leaving less than half for [i]everything[/i] else. [/QUOTE]
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