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<blockquote data-quote="LostSoul" data-source="post: 5334369" data-attributes="member: 386"><p>One thing to consider is "simultaneous initiative". Everyone, including the DM, makes all their decisions for the round at the same time.</p><p></p><p>That way you don't have people stopping to reconsider the tactical situation every time their turn comes up.</p><p></p><p>[sblock=Drive-by pimping]In my last game we ran an encounter with 27 characters (13 on the PC's side, 14 on the NPC's side) and it was over in 30-40 minutes. 20 minutes seems like average.</p><p></p><p>I am rewriting the Skill Combat system to include rulings that we're going with but don't exist on the sheet and some clarifications to make it easier to run. Some features are:</p><p></p><p>-heavy use of DM judgement</p><p>-based on how skill checks are made</p><p>-abstracted hp and damage, based on an average monster taking 2 hits before death</p><p>-init, attacks, and damage resolved with the same roll</p><p>-simultaneous actions - everyone is assumed to be acting at the same time</p><p>-morale checks</p><p></p><p>HP is lower so there are fewer rounds; there's usually only one roll to make, instead of init + (attack + damage per target); everyone makes their decision at the same time, so you don't have to constantly refocus when your turn comes up; and morale checks can end combats early instead of having them drag out to the bitter end.</p><p></p><p>The rules are also geared to reward players who think in game-world terms ("What my character can do and is good at") instead of rules terms ("I have a Burst 1 attack that deals 2[W] + Wis fire damage"). I'm not sure how well that works; I'd like to say it does speed things up, but I'm biased so I can't be sure.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5334369, member: 386"] One thing to consider is "simultaneous initiative". Everyone, including the DM, makes all their decisions for the round at the same time. That way you don't have people stopping to reconsider the tactical situation every time their turn comes up. [sblock=Drive-by pimping]In my last game we ran an encounter with 27 characters (13 on the PC's side, 14 on the NPC's side) and it was over in 30-40 minutes. 20 minutes seems like average. I am rewriting the Skill Combat system to include rulings that we're going with but don't exist on the sheet and some clarifications to make it easier to run. Some features are: -heavy use of DM judgement -based on how skill checks are made -abstracted hp and damage, based on an average monster taking 2 hits before death -init, attacks, and damage resolved with the same roll -simultaneous actions - everyone is assumed to be acting at the same time -morale checks HP is lower so there are fewer rounds; there's usually only one roll to make, instead of init + (attack + damage per target); everyone makes their decision at the same time, so you don't have to constantly refocus when your turn comes up; and morale checks can end combats early instead of having them drag out to the bitter end. The rules are also geared to reward players who think in game-world terms ("What my character can do and is good at") instead of rules terms ("I have a Burst 1 attack that deals 2[W] + Wis fire damage"). I'm not sure how well that works; I'd like to say it does speed things up, but I'm biased so I can't be sure.[/sblock] [/QUOTE]
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