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Vampire's new "three-round combat" rule
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<blockquote data-quote="MGibster" data-source="post: 7592035" data-attributes="member: 4534"><p>For a game like D&D a ten round fight can take an awful lot of time in real life. If the DM spend 120 seconds on his turn and the other players each take 60 seconds on theirs then a ten round fight will last 80 minutes of real time. (I don't think giving players 60 seconds to figure out what they want to do during their turn, roll their dice, and figure out the outcome is unreasonable.) There are plenty of people who could spend hours just fighting one encounter in D&D and have a great time and more power to them. After about thirty minutes I keep hoping combat comes to an end. </p><p></p><p></p><p></p><p></p><p></p><p>Maybe you're just really good at designing encounters but after a while I find they can get tedious. As you said, it's much harder to keep things interesting in the player's imagination than it is for the cinema. </p><p></p><p></p><p></p><p>I think we have different ideas of what railroading is. In the context of an RPG, I think of railroading as forcing the PCs to perform certain actions. The three round rule isn't an absolute as the players can continue the encounter as they like. And even if it ends after three rounds if the players are victorious they've achieved whatever goal they set out to achieve. </p><p></p><p></p><p></p><p>They get grindy if you spend a lot of time on them too.</p></blockquote><p></p>
[QUOTE="MGibster, post: 7592035, member: 4534"] For a game like D&D a ten round fight can take an awful lot of time in real life. If the DM spend 120 seconds on his turn and the other players each take 60 seconds on theirs then a ten round fight will last 80 minutes of real time. (I don't think giving players 60 seconds to figure out what they want to do during their turn, roll their dice, and figure out the outcome is unreasonable.) There are plenty of people who could spend hours just fighting one encounter in D&D and have a great time and more power to them. After about thirty minutes I keep hoping combat comes to an end. Maybe you're just really good at designing encounters but after a while I find they can get tedious. As you said, it's much harder to keep things interesting in the player's imagination than it is for the cinema. I think we have different ideas of what railroading is. In the context of an RPG, I think of railroading as forcing the PCs to perform certain actions. The three round rule isn't an absolute as the players can continue the encounter as they like. And even if it ends after three rounds if the players are victorious they've achieved whatever goal they set out to achieve. They get grindy if you spend a lot of time on them too. [/QUOTE]
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