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Is Combat Tedious on Purpose?
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<blockquote data-quote="el-remmen" data-source="post: 9614747" data-attributes="member: 11"><p>I have not found 5E combat tedious and rarely, if ever, have I run into the issue of it being a slog. Perhaps ironically, however, combats in my games tend to take significantly longer (in terms of number of rounds) than most people on here describe, and unless a fight is very obvious lopsided, we can rarely tell what the outcome is going to be until it is concluded or within a round or two of concluding.</p><p></p><p>I am also blessed with two groups who are very engaged in what is going on during combat, even when it is not their turn and are usually ready to go with their turn (even our slowest player, who we sometimes chide, seems faster than many folks here describe turns taking).</p><p></p><p>That said, the version of weapon mastery I will be incorporating into my homebrew rules (on a trial basis) limits their use to once per turn to keep them from slowing things down - and who can get one and how many is also severely limited. On the other hand, we've introduced other crunchy bits like diagonal movement and the potential dangers of shooting at an enemy engaged with in melee an ally.</p><p></p><p>On the other other hand, we've haven't played past 10th level much (part of why my homebrew rules cut off leveling at 10th and re-adds versions of some higher level abilities to the lower levels).</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9614747, member: 11"] I have not found 5E combat tedious and rarely, if ever, have I run into the issue of it being a slog. Perhaps ironically, however, combats in my games tend to take significantly longer (in terms of number of rounds) than most people on here describe, and unless a fight is very obvious lopsided, we can rarely tell what the outcome is going to be until it is concluded or within a round or two of concluding. I am also blessed with two groups who are very engaged in what is going on during combat, even when it is not their turn and are usually ready to go with their turn (even our slowest player, who we sometimes chide, seems faster than many folks here describe turns taking). That said, the version of weapon mastery I will be incorporating into my homebrew rules (on a trial basis) limits their use to once per turn to keep them from slowing things down - and who can get one and how many is also severely limited. On the other hand, we've introduced other crunchy bits like diagonal movement and the potential dangers of shooting at an enemy engaged with in melee an ally. On the other other hand, we've haven't played past 10th level much (part of why my homebrew rules cut off leveling at 10th and re-adds versions of some higher level abilities to the lower levels). [/QUOTE]
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