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Long Combats are Bad
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<blockquote data-quote="Hussar" data-source="post: 5314661" data-attributes="member: 22779"><p>Heh, you won't get me to disagree with that Reynard. Player dithering is the bane of my online games. Drives me straight up the wall. I've actually seen a player take fifteen minutes (I timed it) to take a single turn with a fourth level fighter. <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /></p><p></p><p>That banging sound is me slamming my head against my keyboard in frustration. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But, I disagree that it's only "story" games where you should maintain encounters that matter. If the only purpose of the encounter is to spend twenty minutes and burn some resources, that's not what I consider to be great design.</p><p></p><p>Make the encounters matter and then the time they take isn't such an issue. Instead of blowing off some meaningless combat for twenty minutes to kill time until the end of the session, why not end the session early and start the next session completely set up for a much more intricate and detailed encounter? That way you cut down the set up time and get right to things the next week.</p><p></p><p>I'm just not all that impressed by filler encounters anymore.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5314661, member: 22779"] Heh, you won't get me to disagree with that Reynard. Player dithering is the bane of my online games. Drives me straight up the wall. I've actually seen a player take fifteen minutes (I timed it) to take a single turn with a fourth level fighter. :rant: That banging sound is me slamming my head against my keyboard in frustration. :) But, I disagree that it's only "story" games where you should maintain encounters that matter. If the only purpose of the encounter is to spend twenty minutes and burn some resources, that's not what I consider to be great design. Make the encounters matter and then the time they take isn't such an issue. Instead of blowing off some meaningless combat for twenty minutes to kill time until the end of the session, why not end the session early and start the next session completely set up for a much more intricate and detailed encounter? That way you cut down the set up time and get right to things the next week. I'm just not all that impressed by filler encounters anymore. [/QUOTE]
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