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<blockquote data-quote="Manbearcat" data-source="post: 6665618" data-attributes="member: 6696971"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=87792" target="_blank">Neonchameleon</a></u></strong></em> and @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6790260" target="_blank">EzekielRaiden</a></u></strong></em> experience comports with my own. The second 1-30 campaign I ran had a work-day that typically featured 1 standard combat (level at heroic, level + 1 at P, level + 2 at E) and 1 major combat (level + 3 at heroic, + 4 at P, + 5 at E).</p><p></p><p>Doing rough numbers, it would look something like this:</p><p></p><p><strong>Standard Combat @ 4 rounds</strong></p><p></p><p>3 PCs @ 60 seconds apiece (action declaration and resolution included)</p><p></p><p>Myself (GM) @ 90 seconds for all the bad guys (action declarations and resolution included)</p><p></p><p>60 seconds/round for between turn actions for whole table (declaration and resolution)</p><p></p><p>5.5 minutes * 4 rounds = 22 minutes.</p><p></p><p>Setting up battle-map might put us just under 30 minutes.</p><p></p><p><strong>Major Combat @ 6 rounds</strong></p><p></p><p>5.5 minutes * 6 rounds = 33 minutes.</p><p></p><p>Setting up battle-map might put us just under 40 minutes.</p><p></p><p>Honestly, that is might be too much time allocated. We've been through plenty of L + 2 combats in 20 minutes (including set up).</p><p></p><p>Anyway, there are tons of things to do to quicken the overhead/clerical side of fights:</p><p></p><p>1) Everyone helps with setup.</p><p></p><p>2) Use challenging terrain that causes damage from forced movement (that is just general best practices but it dovetails with speeding up combat).</p><p></p><p>3) Use 1 to 2 standard creatures worth of Hazards (more damage going around from FM and less HP to ablate).</p><p></p><p>4) Have well-organized character sheets (especially when it comes to in between turn triggers and actions).</p><p></p><p>5) Stay mentally engaged at all times and have action ready to be declared within 10 seconds of your turn starting. Roll dice together.</p><p></p><p>6) Assign a helper or have good markets to handle SE or EoYNT status effects.</p><p></p><p>My end-game 3.x fights would either be Nova and Splat or a 3 + hour affair. My 4e fights don't even come close to this dynamic. Setup is the most burdensome part.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6665618, member: 6696971"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=87792"]Neonchameleon[/URL][/U][/B][/I] and @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6790260"]EzekielRaiden[/URL][/U][/B][/I] experience comports with my own. The second 1-30 campaign I ran had a work-day that typically featured 1 standard combat (level at heroic, level + 1 at P, level + 2 at E) and 1 major combat (level + 3 at heroic, + 4 at P, + 5 at E). Doing rough numbers, it would look something like this: [B]Standard Combat @ 4 rounds[/B] 3 PCs @ 60 seconds apiece (action declaration and resolution included) Myself (GM) @ 90 seconds for all the bad guys (action declarations and resolution included) 60 seconds/round for between turn actions for whole table (declaration and resolution) 5.5 minutes * 4 rounds = 22 minutes. Setting up battle-map might put us just under 30 minutes. [B]Major Combat @ 6 rounds[/B] 5.5 minutes * 6 rounds = 33 minutes. Setting up battle-map might put us just under 40 minutes. Honestly, that is might be too much time allocated. We've been through plenty of L + 2 combats in 20 minutes (including set up). Anyway, there are tons of things to do to quicken the overhead/clerical side of fights: 1) Everyone helps with setup. 2) Use challenging terrain that causes damage from forced movement (that is just general best practices but it dovetails with speeding up combat). 3) Use 1 to 2 standard creatures worth of Hazards (more damage going around from FM and less HP to ablate). 4) Have well-organized character sheets (especially when it comes to in between turn triggers and actions). 5) Stay mentally engaged at all times and have action ready to be declared within 10 seconds of your turn starting. Roll dice together. 6) Assign a helper or have good markets to handle SE or EoYNT status effects. My end-game 3.x fights would either be Nova and Splat or a 3 + hour affair. My 4e fights don't even come close to this dynamic. Setup is the most burdensome part. [/QUOTE]
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