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How much of your typical play time is combat?

What percentage, on average, of your playing time is devoted to combat?

  • 0-10%

    Votes: 6 3.5%
  • 10-20%

    Votes: 10 5.8%
  • 20-30%

    Votes: 20 11.7%
  • 30-40%

    Votes: 27 15.8%
  • 40-50%

    Votes: 26 15.2%
  • 50-60%

    Votes: 25 14.6%
  • 60-70%

    Votes: 26 15.2%
  • 70-80%

    Votes: 22 12.9%
  • 80-90%

    Votes: 9 5.3%
  • 90-100%

    Votes: 0 0.0%

  • Poll closed .

Reynard

aka Ian Eller
Supporter
On average, if you take out kibbitzing (i.e. non-game relating talk) and pizza runs and all that, how much time actually at the table playing is combat?
 

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I voted 70-80% and this holds true for both the group I am in now, as well as the one I played in for the last five years. The number is higher than I would like. I think age (with less time to actually play) and the current rules set are largely to blame. Actually more of the blame (if you can call it that) falls with the rules (D&D3.5), as the last group didn't see nearly as much combat in Legend of the Five Rings, Serenity, and other games as in D&D.

Chad
 

I voted 10-20% as 20% or so is probably the average, some combat heavy sessions run closer to 30 or 40%, then again some sessions run 0% as well.
 


I stopped running SCAP recently, partially due to the fact that it became combat-heavy, and over 50 percent of our game time was combat math.

Only about 15 pct (thankfully) of our new campaign so far has been combat.
 


This current game (2 players mostly) has been fairly combat-light, at about 20%. Most campaigns seem to range between 25-50%. More players, more combat time is the usual scenario, I'm not sure why...
 

Most of the campaigns I run end up being combat light, roughly 10-20%.
My group consists of several long established players all in their thirties and their collective teen-age offspring. The older players have come to prefer less combat driven campaigns. The teen-age players prefer a more hack-n-slash type of campaign, and I find myself adding in unnecessary (to the plot) combat type encounters for them (though probably not as many as some would prefer).
Even after adding in extra encounters to satisfy the younger players, the group itself helps keep combat on the lighter side. This mostly accomplished through unnecessary table talk (in and out of character) that prevents them from getting much of anything done.
 

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