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Removing the HP Bloat
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<blockquote data-quote="Blue" data-source="post: 7884766" data-attributes="member: 20564"><p>This is good information. Let us examine the first battle. Four simple opponents - no casting etc. A save to be knocked prone, but something players should quickly understand the mechanics of. Took five rounds, which at "over an hour" means that each round of combat took at least 12 minutes.</p><p></p><p>Single attack for all but the ranger. Bard has decision points of cast or attack, and if attacking if to flourish, but that's not crazy. Paladin if they hit can decide to smite - again, not long.</p><p></p><p>If you consider the DM running the straightforward foes quickly, say taking as much time as two PCs for all four monsters. (Likely a move and single attack roll each with animal-level tactics.) That's 6 "PCs" worth of time, so works out to an average of 2+ minutes per turn. I'd consider vets with characters this low of a level taking 30-60 seconds a turn, and "that guy" who reworks his attack and damage math every single time taking 2-5 minutes for a turn.</p><p></p><p>Now, it could be that there's wonderful amounts of narrative going on with it. Or fun hazards and terrain. But if not, I'd take a look into suggesting speed-ups for the players to help them complete their turns faster. Because regardless if combats are taking too many rounds, there's just as big an issue with how quick they are taking their turns. And those long gaps between actions really feel like forever to players.</p></blockquote><p></p>
[QUOTE="Blue, post: 7884766, member: 20564"] This is good information. Let us examine the first battle. Four simple opponents - no casting etc. A save to be knocked prone, but something players should quickly understand the mechanics of. Took five rounds, which at "over an hour" means that each round of combat took at least 12 minutes. Single attack for all but the ranger. Bard has decision points of cast or attack, and if attacking if to flourish, but that's not crazy. Paladin if they hit can decide to smite - again, not long. If you consider the DM running the straightforward foes quickly, say taking as much time as two PCs for all four monsters. (Likely a move and single attack roll each with animal-level tactics.) That's 6 "PCs" worth of time, so works out to an average of 2+ minutes per turn. I'd consider vets with characters this low of a level taking 30-60 seconds a turn, and "that guy" who reworks his attack and damage math every single time taking 2-5 minutes for a turn. Now, it could be that there's wonderful amounts of narrative going on with it. Or fun hazards and terrain. But if not, I'd take a look into suggesting speed-ups for the players to help them complete their turns faster. Because regardless if combats are taking too many rounds, there's just as big an issue with how quick they are taking their turns. And those long gaps between actions really feel like forever to players. [/QUOTE]
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