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General Tabletop Discussion
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How many rounds do most of your combats last?
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<blockquote data-quote="Xetheral" data-source="post: 7989595" data-attributes="member: 6802765"><p>There are two key factors that influence the length of battles at my table.</p><p></p><p>First is the size of the battlefield: the more mobile side is often able to choose the battlefield, and usually has an incentive to pick one where they can take advantage of their mobility. This leads to longer fights with lots of movement and dashing. When the more mobile party opts (or is forced) to fight in constrained terrain, the fights go more quickly.</p><p></p><p>Second is how long it takes the losing side to realize they are overmatched and start trying to withdraw. The longest fights are generally when the overmatched side starts an organized withdrawal (or defiant last stand) early. The shortest are when the overmatched side doesn't realize it in time to attempt an organized withdrawal at all. Routs are hard to predict: if the winning side has an incentive to annihiliate the enemy and sufficent mobility to do so, clean-up can take awhile. If routing the enemy achieves the winning side's objectives, or if the enemy is either unable to flee or too hard to catch, the battle can end immediately when the rout begins.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 7989595, member: 6802765"] There are two key factors that influence the length of battles at my table. First is the size of the battlefield: the more mobile side is often able to choose the battlefield, and usually has an incentive to pick one where they can take advantage of their mobility. This leads to longer fights with lots of movement and dashing. When the more mobile party opts (or is forced) to fight in constrained terrain, the fights go more quickly. Second is how long it takes the losing side to realize they are overmatched and start trying to withdraw. The longest fights are generally when the overmatched side starts an organized withdrawal (or defiant last stand) early. The shortest are when the overmatched side doesn't realize it in time to attempt an organized withdrawal at all. Routs are hard to predict: if the winning side has an incentive to annihiliate the enemy and sufficent mobility to do so, clean-up can take awhile. If routing the enemy achieves the winning side's objectives, or if the enemy is either unable to flee or too hard to catch, the battle can end immediately when the rout begins. [/QUOTE]
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How many rounds do most of your combats last?
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