darkcommanderq said:
Hears the thing though. Even if an experienced group only takes a few mintues to resolve combat, im not talking so much hours and hours of time wasting away. Im referring to total rounds it takes to resolve combat.
Hmm, I'm having a hard time determining total rounds in one versus the other to be honest.
I know im a bit on the extreme ends of things, but I really like combat to be over quickly before it starts to turn into. -swing- -hit-, -swing- -miss-, -swing- -hit and bloodied-, -swing miss, -swing- -crit-, -it dead yet?- -2 more hp-...etccc. As a GM you can only narrate combat so much before it drags on, even if your fantastic. Iv been in 3.5 games that devovled into this type of thing and I just wanted to take a nap.
I dont like to get boged down in combat unless its a boss battle in which case combat can be woven into some higher scheme to defeat it.
Narrating a long combat can be very annoying if impossible. It often breaks the mood of the game (because you spent 2 or 3 hours fighting a 2 minute fight) and can lead to player fatigue, especially for those who aren't super interested in fighting. However, short fights can often be either too easy, or too inelastic. A few bad decisions or rolls? Catastrophe... or on the other side, the fight is over fast and doesn't feel like it was even worth fighting. Sigh.
Side note: minions in 4.0 are fine and all, but they die to dame quick to be of any use to a GM. Every game I ran as a GM all minions were killed by round 2 with AOEs of cleave type attacks...lol
Hm, well, they still have Defenses that should be roughly level appropriate, though there are a lot of AoE effects that 'just hit' things (chilling cloud anyone?). TO me, they make those abilities worth HAVING though.
I have recently started using a 'quick combat' system when I play. Basically, if I want military conflict, but don't necessarily want this to be a major test of the players strategic capabilities, I do what is a mixture of a skill test, and combat.
Real quick, the rules for that are the encounter requires X success' from the team as a whole. The players get to make one attack roll, and make one skill check that is relevent to the encounter. Each successful roll is a 'success'. So total possible successes is 2 times the party size (Note that you can only attempt skill checks in skill you are TRAINED in for this).
If you don't meet the Required X success, the players have to lose 1 healing surge for each failure.
It is a fast way to do an encounter in a more narrative light, it eats healing surges so it plays nice with that aspect of the game, and can let you handle 'random group of goblin' fights without it taking 3 freaking hours!