Thread: Battle length
-
May 29th, 2006, 15:44 #1
- Join Date
- Dec 2004
- Location
- Chicago-ish
- Posts
- 2,234
Battle length
This was prompted by a post from kalmarjan:
Originally Posted by kalmarjan
The fight took about 4 hours. We use Teamspeak for voice comm during the game.
kalmarjan how the heck were you able to run that fight in 4 hours?
rv
-
May 29th, 2006, 16:03 #2
- Join Date
- Dec 2005
- Location
- Jonesboro, Arkansas, United States
- Posts
- 359
Why does it take so long? That's what I want to know.
FG II Full license holder.
-
May 29th, 2006, 16:14 #3
the main reasons combat in most d20 Systems take so long is the tactical nature of it, especially at the higher levels when you have a LOT more options to you.
Had the party been primarily fighters/fighter types - combats tend to go a LOT quicker. Once you toss casters into the mix - it just gets downright oogly.
I've seen LIVE games take upwards of 2hours to resolve combats fair less complex than those (and having judged some RPGA events in the past this has been my experience watching much higher level parties than I was involved with. Even my own low level parties tended to take an hour on some fights).
I'd hazard a guess that anything up to about Level 5 or 6 runs fairly quickly (depending on party size), but once you get higher than that...it just gets oogly...
-
May 29th, 2006, 16:24 #4
- Join Date
- Dec 2004
- Location
- Chicago-ish
- Posts
- 2,234
Originally Posted by John_Geeshu
Let's see, source of delays:
player indecision about what to do - 10%
reviving player who has fallen into a coma between their turns - 5%
looking up spiritual hammer and other common spells - 10%
figuring out how many plusses should have been on that die roll - 5%
hypercritical second guessing of rules on my part 0.0000000001%
extraneous banter - 5%
need to repeat conversation due to overlap/ cutout 5%
dead time waiting for someone to respond when they aren't 5%
whispering to DM 5%
grappling, glitterdust, blindness, grease, overrun, tumble 10%
six players + dog 30%
seven scorpions for almost the entire battle 10%
-
May 29th, 2006, 16:24 #5I've been trading emails with my players about our last game. We had 6 characters (all 6th level) plus a druids wolf companion vs 7 med scorpions. 6 large centipeds showed up during the fight but didn't last long.
The fight took about 4 hours. We use Teamspeak for voice comm during the game.
kalmarjan how the heck were you able to run that fight in 4 hours?
The party was 7 characters all level 4. Plus one wolf companion and a celestial eagle. (And an invisable adept with a wand of cure light.)
How did the battle go so short? Are you kidding me? 4 hours for one battle is pretty long in my books.
It all comes down to being organized. One thing I will say about the tracker is it is pretty cool to keep track of spells/buffs. WHEN IT DOES NOT CRASH THE MACHINE!
I am going to give DM's Familiar a go for inbetween combat.
If you are using teamspeak, I would suggest that the combat would go much quicker.. I do not use teamspeak, but I also "prompt" the players to keep the combat moving faster.
I have been playing D&D for about 20 years now, so maybe that has something to do with it.
I really do not know how to really answer the question, but good luck with your combats in the future..
SandemanUltimate Licence holder
I've had FG for so LONG I DON'T KNOW HOW TO USE IT!
But I'm learning!
-
May 29th, 2006, 16:37 #6dead time waiting for someone to respond when they aren't 5%
looking up spiritual hammer and other common spells - 10%
grappling, glitterdust, blindness, grease, overrun, tumble 10%
six players + dog 30%
seven scorpions for almost the entire battle 10%
Another thing, several players had to go out and leave.... which meant that I was playing them as well.
At the one time I was running all the 13 Hobgoblins, 9 Elite Hobgoblins, 8 Goblins, Dire Ape, Adept(invisable), Fighter Hobgoblin, 6 Dogs, a Wolf companion, a rogue(pc), Fighter(pc), Bard(pc), Ranger(pc).
Add into that the buff spells the BBEG had, plus the elite hobgoblin, and you are looking at a big mess. I almost wish that the players had run, but they decided to take on the whole shebang...
And won. WOW!
My players rule.!
SandemanUltimate Licence holder
I've had FG for so LONG I DON'T KNOW HOW TO USE IT!
But I'm learning!
-
May 29th, 2006, 16:52 #7
easily 4 hours in a live game
With that encounter and number of players, that fight would have taken 4 hours easily in my live group. Since we use a battleboard and play the rules straight forward, maybe the amount of time is a little less. I would have liked to see that battle.
-
May 29th, 2006, 16:58 #8
My first combat (which was first combat ran by me in D&D ever - and it was here, in FG, I never played D&D before I bought this software ;D) was kinda slow and it was 1PC vs 2 goblins. Second combat (5PCs vs 6 goblins) was quite quick (at least it's how I see it on the DM's side, ask my players) and every battle gets quicker and smoother.
Last battle we had was 4 PCs (rogue, monk, ranger, sorcerer - no real fighters, as you can see) vs 4 human fighters/warriors + 1 medium boss (also a fighter). It ran very smooth in my point of view.
I am a D&D n00b, but I have some experienced players who are eager to help me out with the rules whenever I need their assistance, I am having less and less problems.
Personally, I love the tactical aspect of combat in D&D. Yes, it can take a lot of time, but fights are very enjoyable that way, it's not just "sword swinging" and rolling a die, you actually have to think, plan your movements, watch out for attacks of opportunity and coordinate everything in order to stay alive.
One thing we do, which wasn't even a house rule, it kinda evolved on it's own, is that when a player wants to undertake a special attack or another special move (i.e. cast a spell or use a special ability) they roleplay it and give me a OOC summary of the rules, like telling me his spell DC, additional effects, etc. That way I don't have to remember everything all the time and I don't have to lookup stuff in SRD so often."The Wheel of Time turns, and Ages come to pass, leaving memories that become legend. Legend fades to myth, and even myth is long forgotten when the Age that gave it birth comes again. In one Age, called the Third Age by some, an Age yet to come, an Age long past, a wind rose. . ."
-
May 29th, 2006, 18:19 #9
Originally Posted by Ilwan
https://www.fouruglymonsters.com/fumcomm/posting.php
Please excuse the cursing from the crashes.
This chatlog has been cleaned BTW
SandemanUltimate Licence holder
I've had FG for so LONG I DON'T KNOW HOW TO USE IT!
But I'm learning!
-
May 30th, 2006, 00:02 #10
- Join Date
- Mar 2005
- Posts
- 540
My battles take some time as well, but probably the quickest way to speed things up is for the players to have their actions ready to go when they are called on. It was very frustrating in the beginning when I would call on someone for their turn and they would then start to type what they are going to do. They should have their actions already typed in and when I call on them for their turn all they should be doing is hitting enter and then rolling the dice. Personally I think 3 prompt is way to generous. If you call on them and they don't respond .... they lose their turn. Especially since they can have two actions prepaired (using the tab key) plus all they can store in the hot keys. Also, the slower things go the more time the players have to be distracted and they don't pay attention, which in turn slows things down even more. I am hoping 1.06 will really speed the combat up because that is where I feel the software has the most room for improvement.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks