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*TTRPGs General
Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="amerigoV" data-source="post: 5520738"><p>I'm skipping over the GURPs war since it really is not pertinent to the question. But combat speed is more about resolution than choices. Players and GMs familiar with a rules can make it hum. It starts to slow down when a very unusual situation occurs (need a new tactic/strategy) or you have people unfamiliar with the ruleset playing (have to wade through the choices every time). So choices are a factor, but the "fight resolution" mechanic is likely a bigger one.</p><p></p><p>I've not played the other games listed above, but I play Savage Worlds. It has a very nice level of tactical options and it runs fast. Compared to 4e and even 3e, the resolution mechanic is more "swingy" than those systems, especially for the heroes (you can get through the extras/minions pretty cleanly, but you never know how the tough ones are going to go). Its set up allows for much quicker fights.</p><p></p><p>If you want a D&D example, just take a fight at 1st level between 1e and 4e. The 1e fight can easily be over in a round or two - Sleep spell and most in the fight go down in one hit (both sides). In 4e, that 1st level fight runs much more like a 4th or 5th level fight in the older versions. Its not because of the options, its because the starting hit point base is higher*. It simply takes longer to kill non-minions (which, from what I understand, there has been changes to address this but the 4e-ers will have to address that fact).</p><p></p><p>* I'm not saying this is a bad thing - many groups would start characters in older editions at higher level just to avoid the high swing factor at 1st level.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5520738"] I'm skipping over the GURPs war since it really is not pertinent to the question. But combat speed is more about resolution than choices. Players and GMs familiar with a rules can make it hum. It starts to slow down when a very unusual situation occurs (need a new tactic/strategy) or you have people unfamiliar with the ruleset playing (have to wade through the choices every time). So choices are a factor, but the "fight resolution" mechanic is likely a bigger one. I've not played the other games listed above, but I play Savage Worlds. It has a very nice level of tactical options and it runs fast. Compared to 4e and even 3e, the resolution mechanic is more "swingy" than those systems, especially for the heroes (you can get through the extras/minions pretty cleanly, but you never know how the tough ones are going to go). Its set up allows for much quicker fights. If you want a D&D example, just take a fight at 1st level between 1e and 4e. The 1e fight can easily be over in a round or two - Sleep spell and most in the fight go down in one hit (both sides). In 4e, that 1st level fight runs much more like a 4th or 5th level fight in the older versions. Its not because of the options, its because the starting hit point base is higher*. It simply takes longer to kill non-minions (which, from what I understand, there has been changes to address this but the 4e-ers will have to address that fact). * I'm not saying this is a bad thing - many groups would start characters in older editions at higher level just to avoid the high swing factor at 1st level. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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