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[Those who like 4ed] What has been lost?
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<blockquote data-quote="keterys" data-source="post: 5007106" data-attributes="member: 43019"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="keterys, post: 5007106, member: 43019"] 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. [/QUOTE]
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