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Speeding up combat?
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<blockquote data-quote="Haltherrion" data-source="post: 5375696" data-attributes="member: 18253"><p>Well... at the risk of starting an edition war, there are other games and editions that are well suited for speeding things up and giving players a "comparable amount of stuff to do each round." I think that's one of the virtues of 4E to be honest.</p><p> </p><p>But in general, I think of this from an entertainment perspective: the players want to do a "reasonable" amount of stuff per unit time. You can go with systems that make sure each person's round (or other quanta of action) provides similar satisfaction or you can make sure the rounds occur with high frequency. On the latter score, players have plenty of time before their turn to figure out what they are going to do, don't give them more than a few minutes to decide. If they take too long, skip them. In most game systems, a round is short, six seconds or so. That doesn't give the PC a lot of time to futz around. Make them move fast. Yes, a player losing his turn will be briefly annoyed but after a few lost turns, they'll get on board.</p><p> </p><p>You don't need to be a dick about it but nudging them to act more quickly does wonders. It is possible to move through a complete round of combat for all PCs in five minutes if you keep the players focused and make them pre-determine their actions. If they complain that they don't have time to assimilate the results of the previous PC's actions remind them that they are making split decisions and need to act with imperfect understanding.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5375696, member: 18253"] Well... at the risk of starting an edition war, there are other games and editions that are well suited for speeding things up and giving players a "comparable amount of stuff to do each round." I think that's one of the virtues of 4E to be honest. But in general, I think of this from an entertainment perspective: the players want to do a "reasonable" amount of stuff per unit time. You can go with systems that make sure each person's round (or other quanta of action) provides similar satisfaction or you can make sure the rounds occur with high frequency. On the latter score, players have plenty of time before their turn to figure out what they are going to do, don't give them more than a few minutes to decide. If they take too long, skip them. In most game systems, a round is short, six seconds or so. That doesn't give the PC a lot of time to futz around. Make them move fast. Yes, a player losing his turn will be briefly annoyed but after a few lost turns, they'll get on board. You don't need to be a dick about it but nudging them to act more quickly does wonders. It is possible to move through a complete round of combat for all PCs in five minutes if you keep the players focused and make them pre-determine their actions. If they complain that they don't have time to assimilate the results of the previous PC's actions remind them that they are making split decisions and need to act with imperfect understanding. [/QUOTE]
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