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Game time in combat?
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<blockquote data-quote="5ekyu" data-source="post: 7383964" data-attributes="member: 6919838"><p>First, keep in mind that comments like "up to 90%" may well just be hyperbole, posturing or baiting or just selective representations.</p><p></p><p>In my games, it varies greatly by scenes and story chouces of the pcs. Over the arc of an asventure taking say 8 sessions, there are likely 2-3 sessions without combat, 2-3 sessions with mixed to moderate combat (fights occur but only part of session) and 2-3 sessions that are heavy combat... With all the 2-3 mostly decided by players and their choices, as i tend to provide for alternate approaches to success esp for the mid-bits.</p><p></p><p>I doubt we could hit even 75% of sessions having any combat, even partial unless my players went really truly on rampage... And that might get us to 40%-50% screen time for fighting.</p><p></p><p>But each table/group sets its own methods.</p><p></p><p>For pick-up games with strangers at FLGS fast paced action fights serve the intro well - needs are very different from ongoing campaign.</p><p></p><p>I once joined a HERO SYSTEM super-heroes game and showed up for the cops briefing. The players explained their "supers RPG" started each session at the crime, already being briefed on the situation and bad guys we had to fight... Every session... And how it saved time... Seems they used to start you in your secret id when the news broke but they realized that just lost them game time playing you rushing over to the crime scene for the...</p><p></p><p>That was a one episode then pass "campaign" for me. But they loved that "role playing campaign."</p><p></p><p>The bottom line is... Whatever works and brings enjoyment to your table is great... But keep in mind that the more your setting departs from the RPG system expectations the more you need to watch for cracks.</p><p></p><p>One of my own 5e "design flaw" critiques is the decision to vary classes so drastically by short and long rest balance given that short and long rest frequency will vary a lot from table to table. That decision thru a very complex part of in-play-balance to the GM in a system intended to be very open to newbies.</p><p></p><p>In some ways, the other thread highlighted a gm vs pace issue.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7383964, member: 6919838"] First, keep in mind that comments like "up to 90%" may well just be hyperbole, posturing or baiting or just selective representations. In my games, it varies greatly by scenes and story chouces of the pcs. Over the arc of an asventure taking say 8 sessions, there are likely 2-3 sessions without combat, 2-3 sessions with mixed to moderate combat (fights occur but only part of session) and 2-3 sessions that are heavy combat... With all the 2-3 mostly decided by players and their choices, as i tend to provide for alternate approaches to success esp for the mid-bits. I doubt we could hit even 75% of sessions having any combat, even partial unless my players went really truly on rampage... And that might get us to 40%-50% screen time for fighting. But each table/group sets its own methods. For pick-up games with strangers at FLGS fast paced action fights serve the intro well - needs are very different from ongoing campaign. I once joined a HERO SYSTEM super-heroes game and showed up for the cops briefing. The players explained their "supers RPG" started each session at the crime, already being briefed on the situation and bad guys we had to fight... Every session... And how it saved time... Seems they used to start you in your secret id when the news broke but they realized that just lost them game time playing you rushing over to the crime scene for the... That was a one episode then pass "campaign" for me. But they loved that "role playing campaign." The bottom line is... Whatever works and brings enjoyment to your table is great... But keep in mind that the more your setting departs from the RPG system expectations the more you need to watch for cracks. One of my own 5e "design flaw" critiques is the decision to vary classes so drastically by short and long rest balance given that short and long rest frequency will vary a lot from table to table. That decision thru a very complex part of in-play-balance to the GM in a system intended to be very open to newbies. In some ways, the other thread highlighted a gm vs pace issue. [/QUOTE]
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