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Combat length and Adventure pacing
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<blockquote data-quote="Nightson" data-source="post: 5119982" data-attributes="member: 61515"><p>So, I ran my game today and spurred by this thread I decided to see exactly what was holding up combat. I have the advantage of running a campaign online so I grabbed a stopwatch and took not without their knowledge.</p><p></p><p>This combat was a six man party at level 7, typical gear</p><p>Shielding Swordmage</p><p>Greatweapon Fighter</p><p>Two-blade Ranger</p><p>Artful Dodger Rogue</p><p>Dragon Sorcerer</p><p>Hybrid Cleric/Fighter</p><p></p><p>The monsters arrayed against the were 2 Flamespikers (bumped up one level, 500 XP), 3 Hellhounds (900 XP), 2 Windstrikers (800 XP). That makes it a L+1.5 encounter.</p><p></p><p>There was Bolt Stone and Thunder Stone in play as special terrain.</p><p></p><p>The encounter was enjoyable, some lucky rolls managed to get the tank to dip into the negatives on the second round, danger was definitely palpable, the terrain added a nice twist since I've been neglecting terrain in my encounter design.</p><p></p><p>This combat took 66 minutes to complete.</p><p></p><p>Total time spent on each PC (combined total, not per) turn, combat lasted 6 rounds</p><p>Ranger: 8.5 minutes</p><p>Rogue: 8 minutes</p><p>Sorcerer: 6 minutes</p><p>Swordmage: 6 minutes</p><p>Fighter: 5 minutes</p><p>Cleric/Fighter: 19 minutes</p><p></p><p>DM Monster time: 13.5 minutes (includes two minutes spent searching for notes I misplaced)</p><p></p><p>Now, due to some absent players, the ranger and rogue were played by the same player and the and the Swordmage and Fighter were played by the same person.</p><p></p><p>And so, the problem I have been having with combat time comes into the light. It's not a problem with the system it's a player problem. Mainly a single player, although the ranger/rogue player could use a little trimming as well.</p><p></p><p>And this problem wasn't noticeable before I timed it. It was noticeable that the player took longer turns in general, but the exact extent and how much it added up wasn't readily apparent.</p><p></p><p>So, a new rule will be going into affect soon limiting player turns to one minute, which really is more then enough time to decide what to do and hit the macro for it. If that rule had been in affect in this combat it would have shaved twenty minutes off the combat time.</p></blockquote><p></p>
[QUOTE="Nightson, post: 5119982, member: 61515"] So, I ran my game today and spurred by this thread I decided to see exactly what was holding up combat. I have the advantage of running a campaign online so I grabbed a stopwatch and took not without their knowledge. This combat was a six man party at level 7, typical gear Shielding Swordmage Greatweapon Fighter Two-blade Ranger Artful Dodger Rogue Dragon Sorcerer Hybrid Cleric/Fighter The monsters arrayed against the were 2 Flamespikers (bumped up one level, 500 XP), 3 Hellhounds (900 XP), 2 Windstrikers (800 XP). That makes it a L+1.5 encounter. There was Bolt Stone and Thunder Stone in play as special terrain. The encounter was enjoyable, some lucky rolls managed to get the tank to dip into the negatives on the second round, danger was definitely palpable, the terrain added a nice twist since I've been neglecting terrain in my encounter design. This combat took 66 minutes to complete. Total time spent on each PC (combined total, not per) turn, combat lasted 6 rounds Ranger: 8.5 minutes Rogue: 8 minutes Sorcerer: 6 minutes Swordmage: 6 minutes Fighter: 5 minutes Cleric/Fighter: 19 minutes DM Monster time: 13.5 minutes (includes two minutes spent searching for notes I misplaced) Now, due to some absent players, the ranger and rogue were played by the same player and the and the Swordmage and Fighter were played by the same person. And so, the problem I have been having with combat time comes into the light. It's not a problem with the system it's a player problem. Mainly a single player, although the ranger/rogue player could use a little trimming as well. And this problem wasn't noticeable before I timed it. It was noticeable that the player took longer turns in general, but the exact extent and how much it added up wasn't readily apparent. So, a new rule will be going into affect soon limiting player turns to one minute, which really is more then enough time to decide what to do and hit the macro for it. If that rule had been in affect in this combat it would have shaved twenty minutes off the combat time. [/QUOTE]
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