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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="Janx" data-source="post: 2392000" data-attributes="member: 8835"><p>Here's my 3 cents:</p><p></p><p>The good ideas I've seen (and reseen, this is not a new topic):</p><p>use a battlemat, it speeds up describing what is happening, and helps people stay focussed</p><p>if you take too long to decide, delay action or Full Defense is your action (safest means of lose a turn)</p><p>no telling other players what to do on their turn</p><p>spellcasters must have the books/print-outs with their spells</p><p>keep headcount low, makes for faster turns</p><p></p><p>Some questions for quas since he's been clocking things:</p><p>how long does a typical player's turn (1 person, start to finish) take?</p><p>hoiw long for fighters, wizards, etc? What's the differences between classes.</p><p></p><p>My own observations:</p><p>in virtually all games (of any kind), there is a tolerance for how long a round should take. Basically, how long am I willing to wait before it is my turn again. In simple games, it equates to about 4 "actions" Meaning, most people are tolerant for 4 other people to do something, before their turn. Consider a simple card game. Draw 1 play 1. Most people are OK at waiting for 4 other people to do their turn in this manner, before their own turn. Once you had another player, the threshold is reached and people become less patient and have less fun. The game is percieved to be too slow. This is why most games are for 6 people or less. Games that allow for more, and are played with more are usually considered too slow, so just because a game is designed for 8 players, doesn't mean it will be fun with 8 players.</p><p></p><p>Another quirk of the 3e design, which people touch upon is Attacks of Opportunity. From a mechanical standpoint, they were a good idea. There were always situations, running away, running past some one, where it seemed like the other guy should get a free hit against you. AoO codified that. In doing so, it also caused the problem. Now, players do everything in their power to avoid triggering an AoO. If this were fiction, characters would rush to and fro, get nicked and go on with being heroic. It's hard to get people to take their hits and keep on being heroic. Perhaps if an AoO didin't have the same attack bonus or damage level as a normal attack. If it hurt less or was less likely to hit than a normal attack, people might be willing to take the risk and not worry so much about it.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 2392000, member: 8835"] Here's my 3 cents: The good ideas I've seen (and reseen, this is not a new topic): use a battlemat, it speeds up describing what is happening, and helps people stay focussed if you take too long to decide, delay action or Full Defense is your action (safest means of lose a turn) no telling other players what to do on their turn spellcasters must have the books/print-outs with their spells keep headcount low, makes for faster turns Some questions for quas since he's been clocking things: how long does a typical player's turn (1 person, start to finish) take? hoiw long for fighters, wizards, etc? What's the differences between classes. My own observations: in virtually all games (of any kind), there is a tolerance for how long a round should take. Basically, how long am I willing to wait before it is my turn again. In simple games, it equates to about 4 "actions" Meaning, most people are tolerant for 4 other people to do something, before their turn. Consider a simple card game. Draw 1 play 1. Most people are OK at waiting for 4 other people to do their turn in this manner, before their own turn. Once you had another player, the threshold is reached and people become less patient and have less fun. The game is percieved to be too slow. This is why most games are for 6 people or less. Games that allow for more, and are played with more are usually considered too slow, so just because a game is designed for 8 players, doesn't mean it will be fun with 8 players. Another quirk of the 3e design, which people touch upon is Attacks of Opportunity. From a mechanical standpoint, they were a good idea. There were always situations, running away, running past some one, where it seemed like the other guy should get a free hit against you. AoO codified that. In doing so, it also caused the problem. Now, players do everything in their power to avoid triggering an AoO. If this were fiction, characters would rush to and fro, get nicked and go on with being heroic. It's hard to get people to take their hits and keep on being heroic. Perhaps if an AoO didin't have the same attack bonus or damage level as a normal attack. If it hurt less or was less likely to hit than a normal attack, people might be willing to take the risk and not worry so much about it. Janx [/QUOTE]
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