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Why Must I Kludge My Combat?
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<blockquote data-quote="Stormonu" data-source="post: 5215744" data-attributes="member: 52734"><p>I don't normally run games past 12th level in D&D (in fact, ever); my campaigns generally reach their climax by that point (and I just plain don't like the game above those levels) and the players have been playing long enough they're ready to move on to a new game. Most of my games have the heavy action in the 3rd-8th levels of play.</p><p></p><p>For running the 3E combats, I use fantasy grounds for a combat tracker and roll my dice (I can do up to 20 attacks on my side in one flick of the dice, and see what order they were rolled in). That's the only trick I can think of I'm using to speed up the combat in my game. I don't count battlemat / initial miniature placement in the combat time either, if that makes a difference.</p><p></p><p>I have occasionally used spell cards/spell books for the spellcasters so they have faster access to their spells, and in the last campaign I preprinted out stat blocks for the druid's summoned allies, but it didn't seem to save much time over just having the rulebooks handy.</p><p></p><p>Our WoD combats run even faster; usually they only last a round or two - perhaps 10 minutes or less?</p><p></p><p>Probably the longest combat we ran was a ship-to-ship fight in the last campaign. It involved four full crews - two ships on the player's side, two on the enemies. One galleon and one sloop size on each side with over 100 combatants total. I don't think the whole maneuver-broadside-boarding action took more than two hours total, but it was a major setpiece battle.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5215744, member: 52734"] I don't normally run games past 12th level in D&D (in fact, ever); my campaigns generally reach their climax by that point (and I just plain don't like the game above those levels) and the players have been playing long enough they're ready to move on to a new game. Most of my games have the heavy action in the 3rd-8th levels of play. For running the 3E combats, I use fantasy grounds for a combat tracker and roll my dice (I can do up to 20 attacks on my side in one flick of the dice, and see what order they were rolled in). That's the only trick I can think of I'm using to speed up the combat in my game. I don't count battlemat / initial miniature placement in the combat time either, if that makes a difference. I have occasionally used spell cards/spell books for the spellcasters so they have faster access to their spells, and in the last campaign I preprinted out stat blocks for the druid's summoned allies, but it didn't seem to save much time over just having the rulebooks handy. Our WoD combats run even faster; usually they only last a round or two - perhaps 10 minutes or less? Probably the longest combat we ran was a ship-to-ship fight in the last campaign. It involved four full crews - two ships on the player's side, two on the enemies. One galleon and one sloop size on each side with over 100 combatants total. I don't think the whole maneuver-broadside-boarding action took more than two hours total, but it was a major setpiece battle. [/QUOTE]
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