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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="kigmatzomat" data-source="post: 2392368" data-attributes="member: 9254"><p>My players are wary of AoOs not so much from the damage as the special effects. At 18th level there are plenty of feats and abilities that could make movement-induced AoOs dealbreakers. (Stand Still, Large & In Charge, Opportunist, Trip, etc) By the same token, they often have enough movement, tumble, and feats to make it a worthy gamble. Heck, the monk "cheats" by using his mind-numbing jump skill to leap over opponents as part of his action. </p><p></p><p>As a DM, my caster NPCs take longer per action than physical combatants b/c I have to refocus on the spell list, recent events, and any mods to other NPCs from buff spells. Conversely, my caster players generally take less time since their AE spells are faster to roll than the fighters' attack/damage or the buff spells put the load on the other players. </p><p></p><p>Of course, they know they can't dither on their round either. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>My players who have absolutely no idea what they are going to do often take the Full Defense option or hold action to follow the rest of the party.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2392368, member: 9254"] My players are wary of AoOs not so much from the damage as the special effects. At 18th level there are plenty of feats and abilities that could make movement-induced AoOs dealbreakers. (Stand Still, Large & In Charge, Opportunist, Trip, etc) By the same token, they often have enough movement, tumble, and feats to make it a worthy gamble. Heck, the monk "cheats" by using his mind-numbing jump skill to leap over opponents as part of his action. As a DM, my caster NPCs take longer per action than physical combatants b/c I have to refocus on the spell list, recent events, and any mods to other NPCs from buff spells. Conversely, my caster players generally take less time since their AE spells are faster to roll than the fighters' attack/damage or the buff spells put the load on the other players. Of course, they know they can't dither on their round either. :) My players who have absolutely no idea what they are going to do often take the Full Defense option or hold action to follow the rest of the party. [/QUOTE]
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D&D combats really don't have to take a long time to resolve
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