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Wrong facts about D&D3 combat?
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<blockquote data-quote="timbannock" data-source="post: 4629751" data-attributes="member: 17913"><p>I too track my combats in a way that allows me to refer back to them.</p><p></p><p>Before I started adding a ton of house rules, here's how it worked:</p><p></p><p>4-6 players on average, we NEVER went higher than 13th level.</p><p></p><p>Combats: 2-4 rounds, 1 to 2 hours. Lot's of OCC BSing going on, though.</p><p></p><p>I tend to run humanoids as major badguys, so usually the fights are against multiple opponents (average between 2-4).</p><p></p><p>Since I've added in house rules -- PCs get max HP; Action Points can be spent to (1) heal 1/4 your max HP as a swift action, (2) give you an auto-success on a d20 roll, (3) auto-stabilize you if you're dying; enemies get Max HP + Con (more if "solo," considerably less if "minion"); enemies get their abilities cut down to between 2 and 8 abilities max -- things have changed:</p><p></p><p>Combats: 4-10 rounds, 1 hour tops</p><p></p><p>Usually multiple opponents, often many more than before thanks to minions (maybe 4-10 enemies or so). I still use mostly humanoids, so rarely have "solo" fights.</p><p></p><p>Now, my players have gotten a little faster at picking their actions, which helped, but I found that my streamlining of enemies GREATLY reduced the time. Rather than wading through statblocks and spell lists, I've got a handful of abilities that are significantly simplified from the usual 3.5 rules for each enemy, which greatly improves my ability to decide and determine the results of enemy actions.</p><p></p><p>I also have players that are less into BSing during combat.</p><p></p><p>Take what you will from this analysis!</p></blockquote><p></p>
[QUOTE="timbannock, post: 4629751, member: 17913"] I too track my combats in a way that allows me to refer back to them. Before I started adding a ton of house rules, here's how it worked: 4-6 players on average, we NEVER went higher than 13th level. Combats: 2-4 rounds, 1 to 2 hours. Lot's of OCC BSing going on, though. I tend to run humanoids as major badguys, so usually the fights are against multiple opponents (average between 2-4). Since I've added in house rules -- PCs get max HP; Action Points can be spent to (1) heal 1/4 your max HP as a swift action, (2) give you an auto-success on a d20 roll, (3) auto-stabilize you if you're dying; enemies get Max HP + Con (more if "solo," considerably less if "minion"); enemies get their abilities cut down to between 2 and 8 abilities max -- things have changed: Combats: 4-10 rounds, 1 hour tops Usually multiple opponents, often many more than before thanks to minions (maybe 4-10 enemies or so). I still use mostly humanoids, so rarely have "solo" fights. Now, my players have gotten a little faster at picking their actions, which helped, but I found that my streamlining of enemies GREATLY reduced the time. Rather than wading through statblocks and spell lists, I've got a handful of abilities that are significantly simplified from the usual 3.5 rules for each enemy, which greatly improves my ability to decide and determine the results of enemy actions. I also have players that are less into BSing during combat. Take what you will from this analysis! [/QUOTE]
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