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General Tabletop Discussion
*Dungeons & Dragons
Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)
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<blockquote data-quote="kigmatzomat" data-source="post: 9238721" data-attributes="member: 9254"><p>And it changes at level. In my game (above), the fighter, monk, and paladin get 3 attacks and the Warlock gets 3 eldritch blasts. The cleric/paladin effectively gets two due to spiritual weapon. </p><p></p><p>Crits often trigger conditionals as it is prime time to use Smite or Bardic Inspiration plus higher level weapons (in our game) are prone to having bonus effects on crits. (Gm prefers flashy magic items with low base pluses but more specials). On his one crit the paladin rolled 2d8 (sword) + 3d6 psychic (weapon crit special) + 2d8 radiant (imp smite) + 10d8 (5th level spell smite). Slow but exciting.</p><p></p><p>AoE spells on both sides require numbers of saves affected by situational modifiers (how close is your paladin, which elemental type it is, do you have bardic inspiration etc). Casters need to make multiple concentration checks, etc, etc. And Animate Objects let's the bard (me) make 10+ attacks/round and provide flankers.</p><p></p><p>Some of that seems like it slows down the game, but it changes what success looks like. The warlock's wolf does 5 damage is meh, but if it knocks a foe prone it becomes a big buff to adjacent allies and is an "oh yeah!". The amusement factor of familiars under the affects of dragons breath spells is high (and requires more saves) and if it gets lucky and ends an enemy concentration spell it's another "oh yeah!" moment.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9238721, member: 9254"] And it changes at level. In my game (above), the fighter, monk, and paladin get 3 attacks and the Warlock gets 3 eldritch blasts. The cleric/paladin effectively gets two due to spiritual weapon. Crits often trigger conditionals as it is prime time to use Smite or Bardic Inspiration plus higher level weapons (in our game) are prone to having bonus effects on crits. (Gm prefers flashy magic items with low base pluses but more specials). On his one crit the paladin rolled 2d8 (sword) + 3d6 psychic (weapon crit special) + 2d8 radiant (imp smite) + 10d8 (5th level spell smite). Slow but exciting. AoE spells on both sides require numbers of saves affected by situational modifiers (how close is your paladin, which elemental type it is, do you have bardic inspiration etc). Casters need to make multiple concentration checks, etc, etc. And Animate Objects let's the bard (me) make 10+ attacks/round and provide flankers. Some of that seems like it slows down the game, but it changes what success looks like. The warlock's wolf does 5 damage is meh, but if it knocks a foe prone it becomes a big buff to adjacent allies and is an "oh yeah!". The amusement factor of familiars under the affects of dragons breath spells is high (and requires more saves) and if it gets lucky and ends an enemy concentration spell it's another "oh yeah!" moment. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Length of Combat & Time Taken per Round (collecting data from my games - updated 3/13 with an hour 30 minute 11 round battle!)
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