What Should You Be Able to Accomplish in Four Hours?

The real issue for me is that I want to "get back to the dungeon" and while dungeons are not all about combat, they do tend to include lots of combat encounters. The problem is, playing Pathfinder, a combat will eat an inordinate amount of time, which makes dungeon exploring seem like a slog instead of a fun exploration.

I'd run B/X or LL if I could, but with my group it's just not going to happen.
 

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My standard four-hour sessions of my ongoing 4e campaigns consist of two to three combat encounters (more often two than three) and a fair amount of role-playing and investigation in between.

For Living Forgotten Realms games that I run at the local store, it's almost always three combat encounters and a skill challenge, plus some role-playing (though the module I'm running tonight has two combat encounters and two skill challenges).

I ran a Gamma World game for my in-person group last weekend and we got through four combats in a little over four hours, with next to no role-playing. That also included character generation (which, granted, is super-fast in Gamma World).

I'd say that the system matters. Gamma World is fast and furious, mainly (in my opinion) because the character have fewer choices to sort through. Also, because the characters are intentionally seen as being more disposable, I think that the players were less likely to search hard for the "optimal" move on each turn - "Let's just blast that guy!"
 

I've been 4e since the get go, and with two gaming groups- one via Maptools (5 or 6 players) and the other real people (always 5 players).

I'll mostly concur with Wedgeski and Tamlyn as regards some one turning up late, or all of the players (on my face to face game arriving 5-10 minutes late)- but that's just life.

Here's my breakdown for 4 Hours-

Maptools Heroic- RP breaks down into 30 min chunks, sometimes it takes x2 chunks to get things done. Fights are generally an hour on average. However of late we've been losing at least 30 min to technical issues every session- average two fights and a chunk or two of RP, depending on late arrivals and comms breakdowns.

Face to Face Heroic- RP gets done a little quicker, say 20 min chunks, although as above it sometimes takes 2 chunks to get stuff done. Fights are less time time, 45 minutes certainly for low level Heroic- some much quicker. So average out three fights and some roleplay, although we often play longer sessions around the table and get lots done.

Maptools Paragon- fights last at least an hour, more likely 90 mintues- so one or nearly two a session, what with lateness, comms probs and RP.

Face to Face Paragon- fights last longer again, about 75 minutes I'd say- so two or three fights and some RP.

Full breakdown of actual sessions are in the stat Story Hours in my sig for KOTS, Thunderspire & Sellswords.

Cheers Goonalan
 


In a four hour session, my players gave to me:

10 interruptions
9 initiatives
8 skill challenges
7 rule debates
6 deadly traps
FIIIIIIIVVVVE NPCeeeeee (interactions)
4 cans of soda
3 pizza pies
2 bathroom breaks
and a combat with the B-B-E-Geeeeeeee.

Thank you. G'night! :D

Nice!! (Must spread some XP around yadda yadda yadda)
 


And with steel's answer, everything else is irrelevant....

Though, I seen to recall (its been about a year) that in my 3e game we could get in about two combats and an hour or two of RPing in, once we got past the initial meet & goof off.

For 4e, we were looking at 2 hour combats

SW and Vampire go very quickly, in or out of combat, I haven't tried to time them, but we seem to get in 1-2 fights and the majority is left for RP time.

I'd have to say we are a very leasurely group, my players mostly don't like to feel rushed, so I'm sure that's one reason our 4e combats were so long.
 


The real issue for me is that I want to "get back to the dungeon" and while dungeons are not all about combat, they do tend to include lots of combat encounters. The problem is, playing Pathfinder, a combat will eat an inordinate amount of time, which makes dungeon exploring seem like a slog instead of a fun exploration.

I'd run B/X or LL if I could, but with my group it's just not going to happen.

Cut the Combat Grid. It's a huge time sink and, for most fights, adds little value to the game itself. Don't cut it completely, save it for big moments. But for room 4 that has 5 dire rats, don't break it out.
 

What should a D&D group be able to accomplish in 4 hours? A lot of laughter and some fantasy-themed violence?

(I don't care especially care if the violence is in the form of 1 4e combat or 10 AD&D combats, but the laughter is a must)
 

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