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General Tabletop Discussion
*Pathfinder & Starfinder
The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6094961"><p>Count me in as someone who values speed of play. Personally, I started to find combats taking too long beginning in 3E (continuing into 4E). Especially when I went back to 2E after years of 3E, I noticed the differencevwas considerable. For me, I don't want combat to slow down the things going on in between fighting (because for me that is actually the heart of the game). So i find that if you have the colossally slow battlese inbetween the ingame drama, it really cuts deeply into my enjoyment. I recently started playing cubicle 7's doctor who and one thing I love about it so far is the speed of combat encounters (perhaps this has just been the combats we have had so far, but i think it is a fast system). I my own games, I try to keep combat lightning fast.</p><p></p><p>i do think there is a valid point being made about the magic system even in AD&D being somewhat at odds with the speed of its other parts. I am working on a new game using a very fast system we devised for action and investigations. But this one has magic and that makes it a lot harder to maintain the speed. I think it is a trade off. If you want a robust magic system that will tend to slow things down. I D&D, i feel it kind of works because wizard is "the complex class". You go in knowing it takes a but more mastery than a fighter to run. So when I pay, we always have an unspoken rule that when you play a wizard you have to know your spells before using them (we dont want to slow down combat because you have to look the spell up and read on your turn). This has worked out okay for me. But in the past, i have seen conbat reduced to a crawl when a player doesn't know the details of his spell.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6094961"] Count me in as someone who values speed of play. Personally, I started to find combats taking too long beginning in 3E (continuing into 4E). Especially when I went back to 2E after years of 3E, I noticed the differencevwas considerable. For me, I don't want combat to slow down the things going on in between fighting (because for me that is actually the heart of the game). So i find that if you have the colossally slow battlese inbetween the ingame drama, it really cuts deeply into my enjoyment. I recently started playing cubicle 7's doctor who and one thing I love about it so far is the speed of combat encounters (perhaps this has just been the combats we have had so far, but i think it is a fast system). I my own games, I try to keep combat lightning fast. i do think there is a valid point being made about the magic system even in AD&D being somewhat at odds with the speed of its other parts. I am working on a new game using a very fast system we devised for action and investigations. But this one has magic and that makes it a lot harder to maintain the speed. I think it is a trade off. If you want a robust magic system that will tend to slow things down. I D&D, i feel it kind of works because wizard is "the complex class". You go in knowing it takes a but more mastery than a fighter to run. So when I pay, we always have an unspoken rule that when you play a wizard you have to know your spells before using them (we dont want to slow down combat because you have to look the spell up and read on your turn). This has worked out okay for me. But in the past, i have seen conbat reduced to a crawl when a player doesn't know the details of his spell. [/QUOTE]
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Community
General Tabletop Discussion
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The Warlord, about it's past present and future, pitfalls and solutions. (Please calling all warlord players)
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