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Why Must I Kludge My Combat?
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<blockquote data-quote="Imaro" data-source="post: 5200150" data-attributes="member: 48965"><p>@ OP: I am playing 4e and I can kind of sympathize with you for a couple of reasons...</p><p> </p><p>1. If you come from earlier editions of D&D into 4e then overall combat is certainly longer than nearly any other edition... with the possible exception of some high-level 3e fights... and even some of those could end quicker than some low to mid-level 4e fights. The combat length in 4e however is pretty much hardcoded so there is no sticking to low levels for quicker fights as with 3.x (E6/E8/etc.)</p><p> </p><p>2. There are no classes in 4e where you can just step up and whack creatures like the fighter in previous editions. I lament this because IMO, there are plenty of people who would enjoy a game like D&D but don't want to play mini-chess everytime a fight breaks out... I actually lost one of my casual players (who only played Barbs and Fighters in 3.5) when I decided to run a 4e game.</p><p> </p><p>3. Also, I find that the combat is causing the actual adventures my players are partaking in to move at a snails pace... literally. This is a preference thing, so I won't say it's "bad game design"... but I do think that it's game design that perhaps didn't take into consideration how the length of the combat encounter being hardcoded across all levels of play would affect the pacing of the overall game and the disconnect it would create with those who do not favor the focus on the individual encounter over the adventure as a whole.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5200150, member: 48965"] @ OP: I am playing 4e and I can kind of sympathize with you for a couple of reasons... 1. If you come from earlier editions of D&D into 4e then overall combat is certainly longer than nearly any other edition... with the possible exception of some high-level 3e fights... and even some of those could end quicker than some low to mid-level 4e fights. The combat length in 4e however is pretty much hardcoded so there is no sticking to low levels for quicker fights as with 3.x (E6/E8/etc.) 2. There are no classes in 4e where you can just step up and whack creatures like the fighter in previous editions. I lament this because IMO, there are plenty of people who would enjoy a game like D&D but don't want to play mini-chess everytime a fight breaks out... I actually lost one of my casual players (who only played Barbs and Fighters in 3.5) when I decided to run a 4e game. 3. Also, I find that the combat is causing the actual adventures my players are partaking in to move at a snails pace... literally. This is a preference thing, so I won't say it's "bad game design"... but I do think that it's game design that perhaps didn't take into consideration how the length of the combat encounter being hardcoded across all levels of play would affect the pacing of the overall game and the disconnect it would create with those who do not favor the focus on the individual encounter over the adventure as a whole. [/QUOTE]
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