takasi
First Post
Man in the Funny Hat said:Okay, I don't speak for what OTHER people may have wanted, expected, etc. All _I_ meant was exactly what I said. It seemed that any response I selected would additionally infer that use of average damage DOES have a significant effect on how much time it takes to complete a round of combat. The poll responses, while humorous as is typical and perhaps even expected on ENworld, just didn't give me the clear option I wanted which was that the question - IMO - was largely irrelevant.
I don't understand how the question is irrelevant. "How do you feel about average damage?" is a rather generic question. The first response was a (attempted) funny way of either saying I don't like it or I don't care about it. You have dice and you want to use them. It doesn't explain why you want to keep rolling dice, but I wasn't designing a poll to figure out why people don't want average damage. If you want to express that then that's what the board is for.
Honestly, I did not intend for the poll to assume that average damage speeds up combat. My post assumes it, but the poll wasn't intended to. I thought the first response was generic enough to include people who feel that there's no point in using average damage. Maybe you don't have enough dice, maybe the reasoning isn't exactly because you have a bunch of dice and want to use them, but I thought the majority of people would understand that it's a joke.
Man in the Funny Hat said:I DID understand that you were looking for a level range for which average damage was most suited and thus my lack of response. My experience is that the single most time-consuming factor as levels increase is simply the vast array of options that players have for their characters. Once they finally decide what to do there is little or no delay and thus for purposes of speeding up gameplay there are other places to look first. It's the time it takes to make that initial decision of what to do that slows the game down, not arithmetic. That delay gets worse as the fight gets more intense and players start to PORE over their character sheets looking for the first time in months at what their character REALLY has in equipment, skills and feats when the standard procedures of "just throw damage at it" won't work.
What you're looking for then is a "What slows down combat at higher levels?" thread or poll. I posted this thread for venting about average damage and discussing its use in DDM, how the mechanics of D&D might break down at low levels, and to what degree it (not everything else at the table) slows down combat at high levels.
As a threadjack though on high level combat:
IME players who have built their characters from the ground up have few problems with high level tactics. By the time it's their turn they know what spell they're going to try, what buffs the party needs and when to activate their class abilities. I have trained them well on this, because if they don't decide quickly then I decide for them: they delay. You can control this response, but you can't speed up die rolling and number crunching (unless you go with computer spreadsheets, which IME isn't very fun).
On the other hand, the unprepared DM can waste a great deal of time if he doesn't understand what his monsters can do. Players only have to worry about one (or two) sheets that they've built from scratch for months, whereas the DM is often flung into situations where he must ad hoc very complex monsters that he may be unfamiliar with. This is another good topic: Who slows down the high level game more, the PCs or the DM? It depends on the table of course, but in most cases the DM clearly has more on his shoulders. If you're well prepared though you should know the first 5 rounds of combat for pretty much every villain, with a few backup plans here and there.
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