the Jester
Legend
How long a play session?
Six to eight hours- one long evening.
How long a play session?
Halve that and you are closer to what I'd like to see.
And that's for the first round. Optimally combat should accelerate as characters die and options grow fewer, so that once the outcome is no longer in doubt we don't have to waste time on it. As is, it mostly slows down as the number of conditions and hit point totals to keep in mind grows, except when there are a lot of enemies to start with. I fix this by having the enemy flee/surrender as soon as the combat seems decided.
I'd much rather have my thirty minute boss fight take ten three minute rounds than three ten minute rounds. That would mean players never have to wait long for their turn.
Whut.
I don't have that many encounters in a session of playing Marvel vs. Capcom.
I remember finishing a module in an evening back in the 1e days (at least things like Ghost Tower of Inverness). I would really like to see that possibility return.
While I realize that the 4E durations are complicated for some people, the effect they have on the game is tremendous. Removing them basically prevents entire tactical concepts from being available.
Yeah, I play a bunch of leaders... and I've taken to handing people sticky notes, or using table tents, or writing on the map... because otherwise they won't know the bonuses I've given. Doesn't matter how often I say "Everyone has +6 to damage". They need to track it, one way or another, and mostly I'm still going "Did you remember my +6 to damage?"
So, yeah, the bookkeeping is there regardless.
Three minutes is a real rush for any normal combat round. Assume you have five players and five monsters just for simplicity's sake. That's ten actors that need to all take a turn in 180 seconds. That's 18 seconds per person including time to pick up the dice, roll them, add up numbers, assess results, possibly roll a second set of dice for damage, assess the state of the target after the hit and record damage, don't forget to move the actor around the map a bit and declare any other miscellaneous actions taken.
This is all completely ignoring the need to:
- Ask other players if they'd prefer you to take X or Y action.
- Explain what an ability does to someone unfamiliar with it.
- Give people ample time to react with reaction abilities. D&D isn't Slapjack.
- Make any additional rolls like saving throws and the like.
And of course this all assumes your group is perfect and doesn't:
- Need a reminder that it's their turn.
- Decide what to do after their turn comes up.
- Need to look up any rules.
- Need to ask what the status of any other actors is.
I think that is a major weakness of 4E. You have this campaign world where the physical laws are such that humanoid PCs take advantage of spells and prayers and such via the arcane and divine and psionic and primal power sources, but a vast majority of the humanoid monsters (some of which can be PCs) are using "the monster power source". What the heck is that?