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D&D Older Editions
How to speed up combat?
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<blockquote data-quote="overgeeked" data-source="post: 8222863" data-attributes="member: 86653"><p>Going back through the thread and picking up bits I wanted to touch on again or that I failed to touch on the first go around...</p><p></p><p>I think this is/was the big hang up with 4E. Too many people tried doing dungeon crawls instead of action set pieces. So something that's normally fun like combat just becomes a tedious slog.</p><p></p><p>Absolutely. Anything on the sheet is a fair target. And anything on the sheet has the potential to solve a problem, not just combat powers.</p><p></p><p>I'm not interested in endless slogs of combat. Even when we finally cottoned to how 4E should be run (big set pieces instead of constant dungeon crawls) the process of combat took too long for our tastes. Even the most fun encounter on paper that's well designed and complex in an interesting way become dull and lifeless after two (or more) solid hours of combat.</p><p></p><p>As I said elsewhere:</p><p></p><p>"I fell in love with literally everything they did with this edition...except how it actually played at the table. I loved the lore changes, the points-of-light setting, big magic rituals for everyone, residuum, solving linear fighter vs quadratic wizard, roles, power sources, powers, layout, design, monster variety, monster stat blocks, monster roles, MM3 on a business card, the DMGs were amazing...I loved <em>literally</em> everything they did with this edition...except for how it actually played. We played from the start to the finish with this one but could never get a simple combat to be anything less than a multiple hour slog. We tried everything and nothing ever worked. If only they revised the combat rules for speed of play."</p><p></p><p>While I like the idea of having morale be part of the monster's hp and them running away when they hit zero instead of dying...I also like the idea of some monsters staying longer than others of the same type, the swinginess of the actual morale check. Some monsters stay and fight while others flee.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8222863, member: 86653"] Going back through the thread and picking up bits I wanted to touch on again or that I failed to touch on the first go around... I think this is/was the big hang up with 4E. Too many people tried doing dungeon crawls instead of action set pieces. So something that's normally fun like combat just becomes a tedious slog. Absolutely. Anything on the sheet is a fair target. And anything on the sheet has the potential to solve a problem, not just combat powers. I'm not interested in endless slogs of combat. Even when we finally cottoned to how 4E should be run (big set pieces instead of constant dungeon crawls) the process of combat took too long for our tastes. Even the most fun encounter on paper that's well designed and complex in an interesting way become dull and lifeless after two (or more) solid hours of combat. As I said elsewhere: "I fell in love with literally everything they did with this edition...except how it actually played at the table. I loved the lore changes, the points-of-light setting, big magic rituals for everyone, residuum, solving linear fighter vs quadratic wizard, roles, power sources, powers, layout, design, monster variety, monster stat blocks, monster roles, MM3 on a business card, the DMGs were amazing...I loved [I]literally[/I] everything they did with this edition...except for how it actually played. We played from the start to the finish with this one but could never get a simple combat to be anything less than a multiple hour slog. We tried everything and nothing ever worked. If only they revised the combat rules for speed of play." While I like the idea of having morale be part of the monster's hp and them running away when they hit zero instead of dying...I also like the idea of some monsters staying longer than others of the same type, the swinginess of the actual morale check. Some monsters stay and fight while others flee. [/QUOTE]
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