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DnD Next - how is the damage and AC scaling? Combat questions
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<blockquote data-quote="Ari Kanen" data-source="post: 6194769" data-attributes="member: 6739532"><p>The main thing that has significantly increased combat length, in my xp, is more options for players and DM npcs, powers that expand their action economy, and the tactical combat rules regarding movement and AoOs. </p><p></p><p>In 4e, a player was compelled to try and use all their actions, standard, move and minor, every round. And then immediate and opportunity actions (of which there were many in 4e) would also slow down other creatures turn. This resulted in lots of things happening, lots of real time going by, and very little game time going by. </p><p></p><p>Bounded accuracy helps prevent hard to hit enemies, and if damage scales with hp, the way the designers want it too, then combat lengths should be kept a lot shorter than even low level 4e games. Right now, the monster HP might be a bit on the low side, but that's just from what I gathered from forums. </p><p></p><p>Another major component of long player turns, is the grid and Attacks of Opportunity. In the latest Next playtest packet, there are very few ways to trigger AoOs. In Pathfinder and 4e, there were a lot of ways, and so this prevents the player and DM from just moving their guy/gal and attacking. In this regard, 5e should go a lot faster unless you add in tactical modules that make the game more like 4e/Pathfinder, which likely be an option later on.</p></blockquote><p></p>
[QUOTE="Ari Kanen, post: 6194769, member: 6739532"] The main thing that has significantly increased combat length, in my xp, is more options for players and DM npcs, powers that expand their action economy, and the tactical combat rules regarding movement and AoOs. In 4e, a player was compelled to try and use all their actions, standard, move and minor, every round. And then immediate and opportunity actions (of which there were many in 4e) would also slow down other creatures turn. This resulted in lots of things happening, lots of real time going by, and very little game time going by. Bounded accuracy helps prevent hard to hit enemies, and if damage scales with hp, the way the designers want it too, then combat lengths should be kept a lot shorter than even low level 4e games. Right now, the monster HP might be a bit on the low side, but that's just from what I gathered from forums. Another major component of long player turns, is the grid and Attacks of Opportunity. In the latest Next playtest packet, there are very few ways to trigger AoOs. In Pathfinder and 4e, there were a lot of ways, and so this prevents the player and DM from just moving their guy/gal and attacking. In this regard, 5e should go a lot faster unless you add in tactical modules that make the game more like 4e/Pathfinder, which likely be an option later on. [/QUOTE]
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