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Do your combats take a lot of Real Time to play out? Why?
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<blockquote data-quote="paradox42" data-source="post: 2937970" data-attributes="member: 29746"><p>My group's PCs have been Epic for a little over a year now, and their combat routines are pretty well set- so battles don't often last long in terms of rounds. I think our average has been about 3 rounds for the past year or so, but every now and then we have a whopper of a combat that lasts several minutes of game time. On average, a combat round takes between 20-30 minutes to play out when everybody's paying attention and puts their actions in within reasonable time on their turn (we play on psionics.net, so typing speed is a factor- though one player figures out his attacks in advance and just copies/pastes the attack and potential damage rolls into chat when his turn comes up).</p><p></p><p>The longest combat we've had is actually the most recent one, which was both massively complex in tactical terms and in terms of game time. It lasted about two minutes (not counting Time Stops) in game time, but took us two and a half six-hour sessions to completely resolve, and that's not counting the time the party spent deliberating before combat and discussing tactics in advance (as well as, and this proved to be extremely important, summoning minions before the fight and setting up the buffs). The fight was between six PCs of 24th-26th level with better-than-average equipment and one NPC wizard of 28th level, and on the other side an Uvuudaum Sorcerer 10 and its four minions (each one an Element Creature Gibbering Orb). The fact that the NPC wizard, two PCs, and the Uvuudaum all had Spell Stowaway (Time Stop), and multiple Time Stops were used during the fight, meant that we actually played out several "sub-combats" during the main battle, and that added at least a minute and a half more of game time for those able to participate.</p><p></p><p>Fortunately, this was a battle the party had been building up to for years of real time, so everybody was <strong>expecting</strong> a massively epic fight to remember- and that's exactly what they got. All in all it was a pretty satisfying despite the slow resolution. It didn't really <strong>feel</strong> slow, except perhaps for those stuck twiddling thumbs during Time Stop sub-combats.</p></blockquote><p></p>
[QUOTE="paradox42, post: 2937970, member: 29746"] My group's PCs have been Epic for a little over a year now, and their combat routines are pretty well set- so battles don't often last long in terms of rounds. I think our average has been about 3 rounds for the past year or so, but every now and then we have a whopper of a combat that lasts several minutes of game time. On average, a combat round takes between 20-30 minutes to play out when everybody's paying attention and puts their actions in within reasonable time on their turn (we play on psionics.net, so typing speed is a factor- though one player figures out his attacks in advance and just copies/pastes the attack and potential damage rolls into chat when his turn comes up). The longest combat we've had is actually the most recent one, which was both massively complex in tactical terms and in terms of game time. It lasted about two minutes (not counting Time Stops) in game time, but took us two and a half six-hour sessions to completely resolve, and that's not counting the time the party spent deliberating before combat and discussing tactics in advance (as well as, and this proved to be extremely important, summoning minions before the fight and setting up the buffs). The fight was between six PCs of 24th-26th level with better-than-average equipment and one NPC wizard of 28th level, and on the other side an Uvuudaum Sorcerer 10 and its four minions (each one an Element Creature Gibbering Orb). The fact that the NPC wizard, two PCs, and the Uvuudaum all had Spell Stowaway (Time Stop), and multiple Time Stops were used during the fight, meant that we actually played out several "sub-combats" during the main battle, and that added at least a minute and a half more of game time for those able to participate. Fortunately, this was a battle the party had been building up to for years of real time, so everybody was [b]expecting[/b] a massively epic fight to remember- and that's exactly what they got. All in all it was a pretty satisfying despite the slow resolution. It didn't really [b]feel[/b] slow, except perhaps for those stuck twiddling thumbs during Time Stop sub-combats. [/QUOTE]
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Do your combats take a lot of Real Time to play out? Why?
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