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General Tabletop Discussion
*Pathfinder & Starfinder
Speeding up combat: Ditching the Damage rolls.
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5440355" data-attributes="member: 98255"><p>I've had issues with this in the past. Especially back in the 3.x days where casters (particularly spontaneous ones) would have an obscene number of spells and powers to draw from at higher levels.</p><p></p><p>I'm hoping that the streamlined number of options available to 4e and Essentials characters can help mitigate this, but having been a <em>player </em>in 4e, this doesn't seem to be the case all the time. Again, especially at higher levels.</p><p></p><p>I think familiarity with your character and tactical options is key, probably much more so than a separate damage roll. Part of the issue seems to stem from the fact that you want to try and be effective as possible ever single turn, and not commit any tactical blunders. While this may be an admirable goal, the fact is combat is chaotic, and the DM will probably not choose optimally all the time (especially not with 5 monsters and a pile of minions to worry about), so you shouldn't worry about the odd mistake as a player. If anything it adds verisimilitude to the fight, making it less like watching a game of chess unfold and more like the action-packed cinematic combat it is supposed to replicate in your imagination.</p><p></p><p>The other big combat no-nos that I have seen include using too many high HP brutes and high-defence soldier monsters, or too many monsters above character level. This was particularly a problem before where the DMG said it was ok to go even as high as Level +4. I can tell you from personal experience playing in a game like that, is that all you get for your efforts is a long, drawn out whiff-fest, while the monster slowly whittles down PC hit points. Nobody has fun.</p><p></p><p>I've heard that using MM3 and Monster Vault creatures really helps with this, so I am taking that to heart when I take my kick at the 4e can as DM.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5440355, member: 98255"] I've had issues with this in the past. Especially back in the 3.x days where casters (particularly spontaneous ones) would have an obscene number of spells and powers to draw from at higher levels. I'm hoping that the streamlined number of options available to 4e and Essentials characters can help mitigate this, but having been a [I]player [/I]in 4e, this doesn't seem to be the case all the time. Again, especially at higher levels. I think familiarity with your character and tactical options is key, probably much more so than a separate damage roll. Part of the issue seems to stem from the fact that you want to try and be effective as possible ever single turn, and not commit any tactical blunders. While this may be an admirable goal, the fact is combat is chaotic, and the DM will probably not choose optimally all the time (especially not with 5 monsters and a pile of minions to worry about), so you shouldn't worry about the odd mistake as a player. If anything it adds verisimilitude to the fight, making it less like watching a game of chess unfold and more like the action-packed cinematic combat it is supposed to replicate in your imagination. The other big combat no-nos that I have seen include using too many high HP brutes and high-defence soldier monsters, or too many monsters above character level. This was particularly a problem before where the DMG said it was ok to go even as high as Level +4. I can tell you from personal experience playing in a game like that, is that all you get for your efforts is a long, drawn out whiff-fest, while the monster slowly whittles down PC hit points. Nobody has fun. I've heard that using MM3 and Monster Vault creatures really helps with this, so I am taking that to heart when I take my kick at the 4e can as DM. [/QUOTE]
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Speeding up combat: Ditching the Damage rolls.
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