CapnZapp
Legend
*guffaw*Perhaps he means other editions of Rolemaster?![]()
*guffaw*Perhaps he means other editions of Rolemaster?![]()
I am aware some people are able to play a significantly zippier game of D&D than my group.It's pretty normal for LFR modules to take 2.5 to 4.5 hours in my neck of the woods, depending on how packed the module is. I'd say the average is just over three hours. When I play at a local store, we tend to start around 6:30, take a 5-10 minute break in the middle, and I still get to leave between 9:50 and 10 o'clock to catch my bus usually. When I play online, we tend to start around 8:30pm and wrap up between 11:30 and 1:30 and online is much slower than tabletop. In fact, the primary decider of when we end is who is playing that night. Some people are much slower than others - by a threefold factor, for instance.
If you're taking 6 to 9 hours, then there are clearly things you can be doing to make the game faster. Such as having bonuses predone, knowing what to do when your turn comes around, increased teamwork, not hoarding abilities, etc. Next session, try to make notes of how long is taken for what, then work on that. Another session, try instituting a 10 second 'shot clock' on declaring your action and starting to take it. You may or may not also find that waffling, tactical discussion, take backs, etc are eating up time. Or people are playing high tier when they don't have the damage to do it, or playing a strategy of invincibility over effectiveness. In such cases, just saying the party only gets as far as they can get in 5 hours should encourage people to have characters that can deal damage and get things done.
All that said, I agree that combat should go somewhat faster. It's still far faster than it was for our higher level 3e games, but it's a far cry from the three minute combats I think we used to do in 1e. Mind you, I find these combats far more satisfying, but eh.
The one place in 4E where the Mystery is really dead for me is magic items.
Maybe if you're using 8 players and miniatures. Look, even Throne of Bloodstone doesn't play this slow. A "session and a half" for 1E combat is IME completely unheard of, ever, and 15 minutes being "a rare low" strains credulity.You were playing a different version of 1e than I, then. Our 1e combats vary greatly in length, from a low of about 15 minutes (rare; small party vs. pushover opponents) to a high of about a session and a half (rare; big party vs. lots of opponents including casters) with the average being maybe half an hour for a simple one and an hour or so for something complex.
All that said, I agree that combat should go somewhat faster. It's still far faster than it was for our higher level 3e games, but it's a far cry from the three minute combats I think we used to do in 1e. Mind you, I find these combats far more satisfying, but eh.
Maybe if you're using 8 players and miniatures. Look, even Throne of Bloodstone doesn't play this slow. A "session and a half" for 1E combat is IME completely unheard of, ever, and 15 minutes being "a rare low" strains credulity.
<whisper mode on>
For me that is a win, it is easy for me as a dm to create my own items that made the players go wow!... see they know all those lame, bland things on their wish list and like mine better... and it can be as simple as giving them story and picking several items and combining them.
</whisper mode off>
Lewis Pulsipher discusses this in his Introduction to Dungeons & Dragons series, White Dwarf 23-26, 1981. In the article for Fighters he gives advice regarding weapon proficiencies, noting for example that although a bastard sword is a good weapon very few magic ones exist.
See?
Even before we had the net, people were optimizing. What the net has done is allowed for a wider audience for optimizers to spread their knowledge. As well, like I said, pre 3e, few players actually looked in the DMG (unless they themselves were DMs) so few people realized there were optimal options.