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Gaming Efficiency: do you get a lot done in a session
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<blockquote data-quote="Janx" data-source="post: 5825514" data-attributes="member: 8835"><p>I'd point you to my blog article, but the whole blog sub system has vanished.</p><p></p><p>I see a couple of things from this block I quoted.</p><p></p><p>Yes, spell casters do slow down combat. Between deciding what spell to cast, looking up rules, handling buffs, it all adds up.</p><p></p><p>But 60-100 options to choose from each round? I smell hyperbole. Your actual choices boil down to:</p><p>You can swing a weapon</p><p>cast your best offensive spell</p><p>cast a helpful spell to solve a problem</p><p>get creative with a tricky spell to totally hose the enemy</p><p></p><p>The latter being the hardest to decide on because it's a matter of finding a use for a wierd spell based on the unique situation.</p><p></p><p>tracking templates, abilities, bonuses is all static information that should have been calculated before the game ever started. If you have a player adding their BAB + racial bonus + ability bonus + weapon bonus before EACH attack roll, SPANK them.</p><p></p><p> Add up that static crap before the game and write the number next to EACH weapon on the character sheet and CIRCLE it. Use that number to make your attack roll, at worst case adding in the current situational bonus or buff in effect.</p><p></p><p>I can't say if any of my statements fully apply to NewJeff's group (don't actually spank your players, that's not nice). But if they help , great. I wish I had my whole article, as it was chock full of techniques I use, stolen from a lot of threads.</p><p></p><p>My group does not tend to use a lot of buffs. Our combat goes fast. When somebody has slow combat, I suspect its the process. If Buffs aren't helping, consider making it so Buffs don't stack. It will simplify the dynamic variables and probably re-balance encounters (buffs tend to make combats heavily lopsided if one side buffs heavily).</p></blockquote><p></p>
[QUOTE="Janx, post: 5825514, member: 8835"] I'd point you to my blog article, but the whole blog sub system has vanished. I see a couple of things from this block I quoted. Yes, spell casters do slow down combat. Between deciding what spell to cast, looking up rules, handling buffs, it all adds up. But 60-100 options to choose from each round? I smell hyperbole. Your actual choices boil down to: You can swing a weapon cast your best offensive spell cast a helpful spell to solve a problem get creative with a tricky spell to totally hose the enemy The latter being the hardest to decide on because it's a matter of finding a use for a wierd spell based on the unique situation. tracking templates, abilities, bonuses is all static information that should have been calculated before the game ever started. If you have a player adding their BAB + racial bonus + ability bonus + weapon bonus before EACH attack roll, SPANK them. Add up that static crap before the game and write the number next to EACH weapon on the character sheet and CIRCLE it. Use that number to make your attack roll, at worst case adding in the current situational bonus or buff in effect. I can't say if any of my statements fully apply to NewJeff's group (don't actually spank your players, that's not nice). But if they help , great. I wish I had my whole article, as it was chock full of techniques I use, stolen from a lot of threads. My group does not tend to use a lot of buffs. Our combat goes fast. When somebody has slow combat, I suspect its the process. If Buffs aren't helping, consider making it so Buffs don't stack. It will simplify the dynamic variables and probably re-balance encounters (buffs tend to make combats heavily lopsided if one side buffs heavily). [/QUOTE]
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