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Ideally, How Many Battles?
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<blockquote data-quote="Steel_Wind" data-source="post: 5160559" data-attributes="member: 20741"><p>Gee. It's good that the above quote doesn't indicate any particuar bias the questioner might already have! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>Again, I think the manner in which you have asked your question is misguided. You should be asking about the time spent per sesssion inquiring as to an expected percentage basis spent of that time a person would spend on combat/encounters vs roleplaying. The suggestion in terms of <em>how many combats per session</em>? is irrelevant when the timing is divorced from reality - especially when it is as divorced from reality as your time estimates suggest in the original post. Because make no mistake - they bear no resemblance to reality.</p><p></p><p>I guess the real answer is that I want about 50-65% of my game sessions filled with play dealing with encounters - be those arising from battle or skill challenges.</p><p></p><p>The balance of that time is spent with exploration, skill checks and roleplaying.</p><p></p><p>If the so-called "perfect" system arose where the encounter was dealt with in as blindingly fast a fashion as you suggest, my guess is that you would suddenly have to fill that time with an increase in the underlying number of combats by a factor of 10.</p><p></p><p>3.x. Pathfinder and 4E already estimate the amount of time spent on a given tyicpal combat in a manner similar as to what I have previously answered. The expected time spent in combat is reflected in the underlying XP points awarded in 3.xx </p><p></p><p>We don't have to theorize about this, by the way. We can see <strong><em>PRECISELY</em></strong> how this works in a "blindingly fast RPG combat resolution" mechanic situation by looking at the legth of time spent in combat in a game of <em>Neverwinter Nights </em>1, especially those that take place on DM moderated Permanent World servers. Because on those servers, there is also a significant amount of story based roleplaying over Skype or Teamspeak.</p><p></p><p>In those cases, to fill a typical 4 hour game session, the number of combats under 3.0 Rules based encounters had to increase by a factor of ten. That is also why the default rules reduce the number of XP points gained in NWN by a factor of 10.</p></blockquote><p></p>
[QUOTE="Steel_Wind, post: 5160559, member: 20741"] Gee. It's good that the above quote doesn't indicate any particuar bias the questioner might already have! :P Again, I think the manner in which you have asked your question is misguided. You should be asking about the time spent per sesssion inquiring as to an expected percentage basis spent of that time a person would spend on combat/encounters vs roleplaying. The suggestion in terms of [I]how many combats per session[/I]? is irrelevant when the timing is divorced from reality - especially when it is as divorced from reality as your time estimates suggest in the original post. Because make no mistake - they bear no resemblance to reality. I guess the real answer is that I want about 50-65% of my game sessions filled with play dealing with encounters - be those arising from battle or skill challenges. The balance of that time is spent with exploration, skill checks and roleplaying. If the so-called "perfect" system arose where the encounter was dealt with in as blindingly fast a fashion as you suggest, my guess is that you would suddenly have to fill that time with an increase in the underlying number of combats by a factor of 10. 3.x. Pathfinder and 4E already estimate the amount of time spent on a given tyicpal combat in a manner similar as to what I have previously answered. The expected time spent in combat is reflected in the underlying XP points awarded in 3.xx We don't have to theorize about this, by the way. We can see [B][I]PRECISELY[/I][/B] how this works in a "blindingly fast RPG combat resolution" mechanic situation by looking at the legth of time spent in combat in a game of [I]Neverwinter Nights [/I]1, especially those that take place on DM moderated Permanent World servers. Because on those servers, there is also a significant amount of story based roleplaying over Skype or Teamspeak. In those cases, to fill a typical 4 hour game session, the number of combats under 3.0 Rules based encounters had to increase by a factor of ten. That is also why the default rules reduce the number of XP points gained in NWN by a factor of 10. [/QUOTE]
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