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Combat takes way too long?
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<blockquote data-quote="mkill" data-source="post: 5124801" data-attributes="member: 55985"><p>4th edition is a very combat-centric system, and a lot of design went into making the combat fun. More than other RPGs, including previous D&D editions, it's an RPG with a tactical miniatures wargame at its core.</p><p></p><p>If your group is used to RPGs with a different attitude towards combat, such as mere conflict resolution, combat narrative etc., it does involve a change of perspective. D&D combats are designed to take that long, because that's what the designers enjoy.</p><p></p><p>Of course, it's up to you and your group how to use the system. I suggest you try to play the game as it's meant to be played, with long, epic combats. Plan your sessions to have one big, impressive fight, maybe two, and forget about the rest. It's boring to beat up some human rabble that goes down after a two strikes in a back street, when you can have a fight with zombie pirates on a burning, sinking ship, complete with rope swings, tar barrel throwing, cannon shots at point blank, and flaming zombie monkeys.</p><p></p><p>To sum it up, the problem of your group is not that the combat took too long. The problem of your group is that <em>they were bored</em> during the long combat.</p><p></p><p>- Make opponents more interesting</p><p>- Make the scenery more interesting</p><p>- Encourage players to let their PC do awesome things</p><p>- Rather have one, big, breathtaking combat than 4 short, boring ones</p><p>- Read what Amaroq said about streamlining the number crunching and other boring parts. You'd be surprised how much more smooth combats go if all players have all powers precalculated and summed up on cards</p></blockquote><p></p>
[QUOTE="mkill, post: 5124801, member: 55985"] 4th edition is a very combat-centric system, and a lot of design went into making the combat fun. More than other RPGs, including previous D&D editions, it's an RPG with a tactical miniatures wargame at its core. If your group is used to RPGs with a different attitude towards combat, such as mere conflict resolution, combat narrative etc., it does involve a change of perspective. D&D combats are designed to take that long, because that's what the designers enjoy. Of course, it's up to you and your group how to use the system. I suggest you try to play the game as it's meant to be played, with long, epic combats. Plan your sessions to have one big, impressive fight, maybe two, and forget about the rest. It's boring to beat up some human rabble that goes down after a two strikes in a back street, when you can have a fight with zombie pirates on a burning, sinking ship, complete with rope swings, tar barrel throwing, cannon shots at point blank, and flaming zombie monkeys. To sum it up, the problem of your group is not that the combat took too long. The problem of your group is that [I]they were bored[/I] during the long combat. - Make opponents more interesting - Make the scenery more interesting - Encourage players to let their PC do awesome things - Rather have one, big, breathtaking combat than 4 short, boring ones - Read what Amaroq said about streamlining the number crunching and other boring parts. You'd be surprised how much more smooth combats go if all players have all powers precalculated and summed up on cards [/QUOTE]
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