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D&D Combat Time - Edition comparisons
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<blockquote data-quote="Beginning of the End" data-source="post: 5481245" data-attributes="member: 55271"><p>I would venture that:</p><p></p><p>(1) Members of the group</p><p>(2) Familiarity with the rules</p><p></p><p>Are two of the largest factors in how long combat takes to resolve.</p><p></p><p>Beyond that, I haven't done any kind of systematic study, but based on recent play experiences using a similar or identical group of players and with some independent verification in the form of audio recordings, here are my observations:</p><p></p><p>(1) OD&D and 3rd Edition have comparable combat lengths when <a href="http://thealexandrian.net/wordpress/2050/roleplaying-games/revisiting-encounter-design" target="_blank">comparable encounter design</a> is used.</p><p></p><p>(2) D&D4 combat was 1.5x to 3x as long, but a comparison of comparable encounters was difficult to gauge because the rules are so radically different that "comparable" is not easy to judge.</p><p></p><p>Gauging from my experience, D&D4 combat is longer because of (a) the padded sumo wrestler thing (non-minions have a lot of hit points), (b) the game is designed specifically to accommodate and encourage the types of encounters that also take longer in classic D&D, (c) the "all classes are based around the same mechanics" things means that all players are susceptible to analysis paralysis; and (d) the number of modifiers (particularly situational modifiers) that need to be tracked has drastically increased.</p><p></p><p>Some of these factors can be seen in certain scenarios in previous editions: For example, if you got an analysis paralysis player trying their hand at a classic D&D wizard they could waste a ton of time dithering over spells. And there are several monsters or effects that create complex mechanical scenarios that would slow down combat in a fashion similar to D&D4's "cloud o' modifiers".</p></blockquote><p></p>
[QUOTE="Beginning of the End, post: 5481245, member: 55271"] I would venture that: (1) Members of the group (2) Familiarity with the rules Are two of the largest factors in how long combat takes to resolve. Beyond that, I haven't done any kind of systematic study, but based on recent play experiences using a similar or identical group of players and with some independent verification in the form of audio recordings, here are my observations: (1) OD&D and 3rd Edition have comparable combat lengths when [url=http://thealexandrian.net/wordpress/2050/roleplaying-games/revisiting-encounter-design]comparable encounter design[/url] is used. (2) D&D4 combat was 1.5x to 3x as long, but a comparison of comparable encounters was difficult to gauge because the rules are so radically different that "comparable" is not easy to judge. Gauging from my experience, D&D4 combat is longer because of (a) the padded sumo wrestler thing (non-minions have a lot of hit points), (b) the game is designed specifically to accommodate and encourage the types of encounters that also take longer in classic D&D, (c) the "all classes are based around the same mechanics" things means that all players are susceptible to analysis paralysis; and (d) the number of modifiers (particularly situational modifiers) that need to be tracked has drastically increased. Some of these factors can be seen in certain scenarios in previous editions: For example, if you got an analysis paralysis player trying their hand at a classic D&D wizard they could waste a ton of time dithering over spells. And there are several monsters or effects that create complex mechanical scenarios that would slow down combat in a fashion similar to D&D4's "cloud o' modifiers". [/QUOTE]
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