Jeff Wilder
First Post
I play in two campaigns, at 12th and 15th level, and DM one at 11th level.
IME, at 15th level the fights are usually shorter, because "one round, one kill" becomes more common. The exceptions usually mean that things have gone badly, badly wrong for the PCs.
For example, in our last combat, we fought six hyped-up super-gargoyles, and we struggled with them for several rounds, because my half-ogre war hulk doesn't fly. Once they figured out how to get the hulk in the air, he dealt about 190 damage -- to each gargoyle -- in a single round. Encounter over.
Or, in an example going the other way, we were nuked by undead with area of effect negative energy, and if our DM hadn't had the bad guys behave suboptimally, we would have been TPKed in three rounds, tops.
(We're deliberately not tactically or strategically perfect in-game. I'm well aware that a 15th level bruiser without flight will have issues like this, and I'd rather deal with them than systematically try to eliminate every possible weakness in my PC. The other players feel similarly.)
On the other hand, I think we're still in the "attrition wins the battle" phase, in both of the mid-level games, and combats tend to take in the vicinity of eight to 10 rounds. The shorter exceptions tend to be because the PCs have time to buff, which of course effectively means they're operating at high-level, rather than mid-level. The (rare) longer exceptions are usually just really tough battles (CR +3 or higher, but with multiple monsters, rather than an overwhelming enemy).
As far as the single opponent thing goes, it's significantly less common than multiple opponents. In the AoW adventure path, we're rarely facing single opponents. My personal preference as a DM designing encounters is usually a balanced pair or trio, or else a leader with multiple weaker underlings. (A Huge white dragon, for instance, with a couple of frost giant slaves.) I don't personally find multiple identical enemies very interesting, as DM or player.
The biggest factor I've observed in combat being slow is the indecisive player. We all hem and haw through our turns occasionally, especially when we're playing complex characters, but IME some players habitually take much longer than others. (In fact, I need to talk to a player about this.) Not only does it objectively eat more clock, the pacing and excitement of the combat often crashes while a player is decision-paralyzed, and that can make time seem to pass even more slowly, and it's difficult to recover from.
IME, at 15th level the fights are usually shorter, because "one round, one kill" becomes more common. The exceptions usually mean that things have gone badly, badly wrong for the PCs.
For example, in our last combat, we fought six hyped-up super-gargoyles, and we struggled with them for several rounds, because my half-ogre war hulk doesn't fly. Once they figured out how to get the hulk in the air, he dealt about 190 damage -- to each gargoyle -- in a single round. Encounter over.
Or, in an example going the other way, we were nuked by undead with area of effect negative energy, and if our DM hadn't had the bad guys behave suboptimally, we would have been TPKed in three rounds, tops.
(We're deliberately not tactically or strategically perfect in-game. I'm well aware that a 15th level bruiser without flight will have issues like this, and I'd rather deal with them than systematically try to eliminate every possible weakness in my PC. The other players feel similarly.)
On the other hand, I think we're still in the "attrition wins the battle" phase, in both of the mid-level games, and combats tend to take in the vicinity of eight to 10 rounds. The shorter exceptions tend to be because the PCs have time to buff, which of course effectively means they're operating at high-level, rather than mid-level. The (rare) longer exceptions are usually just really tough battles (CR +3 or higher, but with multiple monsters, rather than an overwhelming enemy).
As far as the single opponent thing goes, it's significantly less common than multiple opponents. In the AoW adventure path, we're rarely facing single opponents. My personal preference as a DM designing encounters is usually a balanced pair or trio, or else a leader with multiple weaker underlings. (A Huge white dragon, for instance, with a couple of frost giant slaves.) I don't personally find multiple identical enemies very interesting, as DM or player.
The biggest factor I've observed in combat being slow is the indecisive player. We all hem and haw through our turns occasionally, especially when we're playing complex characters, but IME some players habitually take much longer than others. (In fact, I need to talk to a player about this.) Not only does it objectively eat more clock, the pacing and excitement of the combat often crashes while a player is decision-paralyzed, and that can make time seem to pass even more slowly, and it's difficult to recover from.