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<blockquote data-quote="Sunseeker" data-source="post: 5917045"><p>True, but the argument that "anything that takes time is slowing the game down and that's bad" is a very slippery slope(note: I'm not saying you're saying this.)</p><p></p><p>A <em>good</em> encounter(combat, exploration, social, w/e) will seem to go quickly if it is fun and engaging, regardless of the number of dice rolls. But perception of time is a rather subjective issue. Some people feel a 10-minute combat is too long, some folks are happy with hour-long fights. What is important is less how much time it takes to do something(which is relative to the skill of the players and the power of their characters and the overall cunning of everyone involved), and more how engaging the involvement is.</p><p></p><p>Quick games, ie: ones with few rolls, can be just as boring as long ones. When more things are solved with fewer rolls, it leaves less room for player creativity and ingenuity and focuses more on random number generation. The action can become very stop-motiony as the turn-based nature of the game is emphasized when you cannot take actions or reactions outside of your turn.</p><p></p><p>Long games, ie: ones with lots of rolls, can be highly engaging by allowing players many opportunities to participate, especially outside of the box of "their turn". </p><p></p><p>Quickness in rolling will come much more from players understanding how the game works, and less from giving them fewer options. A player who knows that when the enemy shifts near them they get an AoO will roll one quickly. A Player who doesn't will likely have to be reminded by their fellows or the DM, and then ask what they need to roll and so forth.</p><p></p><p>So as long as understanding what you need to do, when you can do it, and how it is done is clear and easy to grasp, then encounters will go quickly regardless of the number of dice thrown.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 5917045"] True, but the argument that "anything that takes time is slowing the game down and that's bad" is a very slippery slope(note: I'm not saying you're saying this.) A [I]good[/I] encounter(combat, exploration, social, w/e) will seem to go quickly if it is fun and engaging, regardless of the number of dice rolls. But perception of time is a rather subjective issue. Some people feel a 10-minute combat is too long, some folks are happy with hour-long fights. What is important is less how much time it takes to do something(which is relative to the skill of the players and the power of their characters and the overall cunning of everyone involved), and more how engaging the involvement is. Quick games, ie: ones with few rolls, can be just as boring as long ones. When more things are solved with fewer rolls, it leaves less room for player creativity and ingenuity and focuses more on random number generation. The action can become very stop-motiony as the turn-based nature of the game is emphasized when you cannot take actions or reactions outside of your turn. Long games, ie: ones with lots of rolls, can be highly engaging by allowing players many opportunities to participate, especially outside of the box of "their turn". Quickness in rolling will come much more from players understanding how the game works, and less from giving them fewer options. A player who knows that when the enemy shifts near them they get an AoO will roll one quickly. A Player who doesn't will likely have to be reminded by their fellows or the DM, and then ask what they need to roll and so forth. So as long as understanding what you need to do, when you can do it, and how it is done is clear and easy to grasp, then encounters will go quickly regardless of the number of dice thrown. [/QUOTE]
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