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Sometimes I feel like I'm the only one who doesn't care about numbers...
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<blockquote data-quote="keterys" data-source="post: 6347969" data-attributes="member: 43019"><p>Ah, yeah, I hit that same problem with 3E, HERO, Dragon Age, etc. Folks want a fair share of combat, but you want to avoid "boring easy encounters" so have big knockdown dragfests that can take hours.</p><p></p><p>I really wish I had a magic wand that just made people faster at the combat portions of the game. Take your turn, it's okay to make a mistake. Hell, it might be more interesting!</p><p></p><p>So far 13th Age has struck a better balance for me, but even then things can take a bit too long. I had more mixed results with 5E depending on what resources people brought to bear. A combat with 30 goblins or whatever without big spells made me near weep with boredom, while one with fireballs and such went fairly smoothly (albeit super easily).</p><p></p><p>I'm still looking for a system that has sufficient granularity in the action/tactical section that the results can feel real, but not so much that it feels like it's too caught up in nitty gritty details (+1 for high ground, -2 on slippery floor, let me refer to this chart for this effect, etc).</p><p></p><p>To be honest, I think I want something closer to FATE but with a more fun execution (the dice rolls and such felt very bland to me). That way people can dig for advantages and set them up, then get the job done; more about thinking about the situation and less about optimizing character, figuring out levels, and eking out +1s from this, +1 from that.</p></blockquote><p></p>
[QUOTE="keterys, post: 6347969, member: 43019"] Ah, yeah, I hit that same problem with 3E, HERO, Dragon Age, etc. Folks want a fair share of combat, but you want to avoid "boring easy encounters" so have big knockdown dragfests that can take hours. I really wish I had a magic wand that just made people faster at the combat portions of the game. Take your turn, it's okay to make a mistake. Hell, it might be more interesting! So far 13th Age has struck a better balance for me, but even then things can take a bit too long. I had more mixed results with 5E depending on what resources people brought to bear. A combat with 30 goblins or whatever without big spells made me near weep with boredom, while one with fireballs and such went fairly smoothly (albeit super easily). I'm still looking for a system that has sufficient granularity in the action/tactical section that the results can feel real, but not so much that it feels like it's too caught up in nitty gritty details (+1 for high ground, -2 on slippery floor, let me refer to this chart for this effect, etc). To be honest, I think I want something closer to FATE but with a more fun execution (the dice rolls and such felt very bland to me). That way people can dig for advantages and set them up, then get the job done; more about thinking about the situation and less about optimizing character, figuring out levels, and eking out +1s from this, +1 from that. [/QUOTE]
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Sometimes I feel like I'm the only one who doesn't care about numbers...
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