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D&D combats really don't have to take a long time to resolve
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<blockquote data-quote="sniffles" data-source="post: 2389131" data-attributes="member: 30035"><p>Ouch! That description of your former group sounds a little too familiar, Quasqueton. We don't take quite that long to play out combat, but it is rather slow, exponentially so as our group enlarges and our PCs increase in level. I find it particularly noticeable in the campaign I'm chronicling in story hour. We have 7 players, PCs now 9th level, and a 4 hour game session with one combat will often be 90% combat time (or so it seems; I have no empirical evidence to support this claim).</p><p></p><p>The biggest problem I see in our group is that everyone is always suggesting possible actions to other players. The "no talking outside your turn" rule seems like a good solution for this, but I'm a bit dubious how well it would work in our group. I fear most of the players would be insulted by such a suggestion. </p><p> </p><p>Fear of attacks of opportunity is a big motivator for indecision, I think. I personally don't know why other players are so fearful of these. It's too much metagame thinking, IMHO. Naturally my character is going to do everything in her power to avoid exposing herself to attacks that she can't defend against, but I figure that in the heat of battle there isn't a lot of time to think. </p><p> </p><p>I think the best way to run in combat is to say to myself, "what would my PC do?" and do that, even if it's not the best course of action tactically. If I do something stupid in character, I can live with the consequences.</p></blockquote><p></p>
[QUOTE="sniffles, post: 2389131, member: 30035"] Ouch! That description of your former group sounds a little too familiar, Quasqueton. We don't take quite that long to play out combat, but it is rather slow, exponentially so as our group enlarges and our PCs increase in level. I find it particularly noticeable in the campaign I'm chronicling in story hour. We have 7 players, PCs now 9th level, and a 4 hour game session with one combat will often be 90% combat time (or so it seems; I have no empirical evidence to support this claim). The biggest problem I see in our group is that everyone is always suggesting possible actions to other players. The "no talking outside your turn" rule seems like a good solution for this, but I'm a bit dubious how well it would work in our group. I fear most of the players would be insulted by such a suggestion. Fear of attacks of opportunity is a big motivator for indecision, I think. I personally don't know why other players are so fearful of these. It's too much metagame thinking, IMHO. Naturally my character is going to do everything in her power to avoid exposing herself to attacks that she can't defend against, but I figure that in the heat of battle there isn't a lot of time to think. I think the best way to run in combat is to say to myself, "what would my PC do?" and do that, even if it's not the best course of action tactically. If I do something stupid in character, I can live with the consequences. [/QUOTE]
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