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Switch to Forum Live View Is our beloved Living Forgotten Realms headly quickly toward a cliff?
3 years ago  ::  Jan 24, 2010 - 2:42AM #11
Mirtek
  • Dragon Slayer
Date Joined: Aug 4, 2001
Posts: 3,450

While the increasing length of combats is certainly a big reason for P and E mods taking longer, I also hope that the non-combat part of P and E mods will be designed to take much longer than during H.


Uncovering the conspiracy to replace the current sultan of the city of Brass should not done in the same time than saving the dirt farmer's wive from the nearby ogre tribe.

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3 years ago  ::  Jan 24, 2010 - 8:06AM #12
Keith53
Date Joined: Aug 21, 2007
Posts: 1,282
From my point of view, I don't think the 4e game mechanics force paragon or epic adventures to run longer, but rather the difficulty of encompassing a suitable story/challenge for paragon or epic play that can be accomplished in 4 hours.  In other words, the situation should often be more complex, and that is very hard to do in 4 hours.

To be sure, if players are slow about making up their minds, the more options they have in paragon or epic will have an effect.

Keith
Keith Hoffman
LFR Writing Director for Waterdeep
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3 years ago  ::  Jan 24, 2010 - 10:07AM #13
RPKappler
Date Joined: Nov 1, 2007
Posts: 75

As a POC, a DM, and a player, this has also come to my attention lately.  But, between the different versions of D&D and different campaigns, the two main standards still hold true.  Those standards are that the adventure has to be run within four hours, and the players have to have fun.

Combats that run quite long seem to tax both of those desired results.  But, it is up to the DM to ensure those two points happen during an adventure.  And, with Living Realms, the DMs have far more flexibility to make sure that those two results do happen, versus previous editions and campaigns.

I myself have been experimenting with different ways to handle different adventures, and between running the adventure to the letter, and adhering to the time limit and enjoyment level of the players, the two desired results always trump the written word of the adventure.  I've only been doing this for the past few adventures that I've run, but I have seen a drastic improvement in my own personal gaming style - and the DMs that I hang out with all share pointers and tips on how best to approach this issue.

Ryan P. Kappler

Community Manager for Living Forgotten Realms.
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3 years ago  ::  Jan 24, 2010 - 10:47AM #14
bgibbons
Date Joined: Aug 22, 2007
Posts: 1,673
I blame the Character Builder.

I'm only half-kidding.  The character sheet generated by the CB (which is effectively the campaign-standard character sheet) is ill-suited for managing the number of options a paragon character has.  It's not even particularly well-suited for managing a heroic character.  If a player doesn't have a good handle on what their PC can do, they end up flipping aimlessly through their cards trying to figure out what their next move is and whether they've forgotten the perfect power for dealing with the situation.

And, of course, besides a large number of options, paragon also brings with it an increased number of conditional benefits--a PC might do +X damage when they have combat advantage, +Y when the target is bloodied, +Z if both are true, and have the option to add +N once per combat.

I still see players figuring out anew each time how much damage a secondary attack does or how much damage they deal on a crit.  I would expect that, each and every round, some players are going to be floundering, scanning their power cards frantically to see which bonuses apply (or worse, their entire character sheet, as paragon strikers are likely to have more conditional benefits than can fit on the card, and that even assumes the CB is programmed correctly to have the benefit show up).

Do you have heroic-tier players who frequently interrupt you, after you've moved on to the next player (or even after a longer gap), with "Oh, add +2 damage because he was bloodied" or "Um, would a 25 AC have hit; I forgot ____"?  They're not going to get better at this when they have more options to keep track of.

I see this as an information management problem: paragon combats are not intrinsically different from heroic combats, there's simply more going on, more options and more conditional benefits/penalties that may or may not apply.  If players are using a system that poorly managed the lesser information flow back in heroic, their speed will slow to a crawl in paragon.
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3 years ago  ::  Jan 24, 2010 - 11:14AM #15
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 4,987
I think one of the other issues are builds - Strikers who are happy to do decent damage, but don't focus on improving it. Defenders who make themselves nearly impossible to hurt via their paragon path, when they were already too strong in that specific area.

Controllers not being there in the 1st place. Controllers do the most damage, even if it isn't focused fire - an Invoker as an example can regularly attack 3 targets for 1d4+stat vs Ranger's Twin Strike doing 2d12 vs one or two as an example.
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3 years ago  ::  Jan 24, 2010 - 1:47PM #16
Drezden
Date Joined: Mar 6, 2003
Posts: 752

Jan 24, 2010 -- 10:47AM, bgibbons wrote:


[snip]Do you have heroic-tier players who frequently interrupt you, after you've moved on to the next player (or even after a longer gap), with "Oh, add +2 damage because he was bloodied" or "Um, would a 25 AC have hit; I forgot ____"?  They're not going to get better at this when they have more options to keep track of.



This.  IME, the single best way to speed up Paragon (or even Heroic) mods is to make the players stick with their actions and not allow going back.  I hate even more when players forget and then try to use immediate actions or even worse when other players try and tell different players to use immediate actions that they weren't going to use.  The DM should try and make players stick with thier actions -- unless something really is life or death or some such.

Right alongside of this is strongly encouraging players to think ahead to their next turn and have things ready to go.  This is especially true when you string together a few PCs in a row -- have a plan ready to go.  Players need to stop trying to always come up with the 100% most optimized course of action.  Do something good - if it is a "B+" move and you realize mid-way through you had an "A' move -- just finish off the first one.

Daren

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3 years ago  ::  Jan 24, 2010 - 3:51PM #17
dkay807
Date Joined: Feb 7, 2007
Posts: 1,114

Jan 23, 2010 -- 6:31PM, Elder_basilisk wrote:

Jan 23, 2010 -- 5:25PM, Matt_James wrote:

Comparing previous editions will show how quickly and efficiently games run at this level in 4e.  And don't get me wrong- I still LOVE 2.x and 3.x games and the cool aspects of those levels.  But man, it took FOREVER it seemed.




Hmmm. I seem to recall running APL 12-18 mods in 4 hours on a regular basis back in LG. And I never had one go overtime by more than an hour or so. On the other hand, every paragon mod I have played has taken at least six hours and that's only level 11. If that's the comparison we're using, it seemed to take forever then. It actually does take forever now.




I've played nearly every paragon mod available, and I've never had one go for longer than 3.5 hours as a player. High-APL LG mods were the same thing. I think it's certainly doable to get 3 paragon tier combats into a 4-hour mod, but players need to learn to speed up their turns a bit.

Dave Kay
LFR Writing Director Retiree
dkay807 [at] yahoo [dot] com
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3 years ago  ::  Jan 24, 2010 - 5:12PM #18
Matt_James
Date Joined: Jan 17, 2009
Posts: 709
I pre-roll for all of the monsters and take additional time to prepare.  This prevents me from having to take too much time to to figure out the strategy of the NPCs.  As well, keeping the initiative order up for all to see, and reminding the next player to go that there turn is soon coming, helps to keep things going.  Sometimes you need to push (kindly) from behind and get PCs to finish their turn.  Setting the tempo from the beginning goes a long way in helping. 

Keep rules debates off the table- make your call and move on.  Don't let a PC stop the game because they disagree with you.  Notate the issue and bring it up after the game. 
Matt James
Freelance Game Designer
Loremaster.org


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3 years ago  ::  Jan 24, 2010 - 8:51PM #19
Dragon9
  • Volunteer Community Lead
Date Joined: Jul 16, 2002
Posts: 4,997

Jan 24, 2010 -- 10:47AM, bgibbons wrote:

The character sheet generated by the CB (which is effectively the campaign-standard character sheet) is ill-suited for managing the number of options a paragon character has.  It's not even particularly well-suited for managing a heroic character.  If a player doesn't have a good handle on what their PC can do, they end up flipping aimlessly through their cards trying to figure out what their next move is and whether they've forgotten the perfect power for dealing with the situation.




Truth be told, even before power cards this was a problem with players.  With power cards it seems to be exacerbated, but what it really points to is a lack of planning on the player.  Personally, I have played in many heroic tier games (haven't hit paragon yet) where player turns last forever then it gets to my turn, I'm done in 15-30 seconds, then it's back to a bunch of long turns.  The same issue: players digging through powers while deciding what to do.

Part of this is not having a firm grasp on what their characters can do but, IMO, a big part of it is lack of player attention.  When it's not your turn you should be thinking of what you want to do on your next turn as well as other possibilities in case your original plan goes awry (because your intended target gets curb stomped by the barbarian or an ally moves into your planned area attack, etc.).  Maybe I played to much chess as a kid so I am used to planning ahead, but this is my observation.  Too often the DM calls someone's turn and they turn away from their buddy or their iPhone to finally look at the board, then look at their powers and try to figure out what to do, sometimes askign questions about what's happened.

I see it when I DM, but as I've only DM'd heroic and it hasn't caused anythign to run long (yet) I generally keep my mouth shut.  If I DM any Paragon mods and I see this happen I woudl definitely tell the table that people don't pay attention and plan between turns they may not finish the mod and not bat an eye if they come up short.  It's their time, they can do with it as they will after all.

EDIT: I should try what I used to do in LG when DMing.  I used to have a set of rules I gave the table when I sat down to DM:
1. In combat, when I call your turn if you don't give me your actions within a reasonable amount of time (within a minute, that might need to be adjusted for 4e since it's beyond "I swing my sword at this guy") I will delay you and move on, checkign back with you when the next turn is done.
2. No time travel.  When you have rolled your attack(s) and totalled damage I will ask you if you have added all bonuses.  Once I move on to another turn there's no going back with "Oh, I should have added this," or "I should have rolled another XdY."  And this cuts both ways, and believe me, I have forgotten or messed up a few doozies in my day that seriously benefitted the players.

Both of those sound a lot more harsh than they are.  When I tell the players up front this is to keep things moving they were always appreciative and usually did what I mentioned above: planned ahead between turns so when their turn came up they were ready.

Sorry WOTC, you lost me with Essentials.  So where I used to buy every book that came out, now I will be very choosy about what I buy.  Can we just get back to real 4e?

Check out the 4e Conversion Wiki.

1. Wizards fight dirty.  They hit their enemies in the NADs. -- Dragon9
2. A barbarian hits people with his axe.  A warlord hits people with his barbarian.
3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
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3 years ago  ::  Jan 25, 2010 - 6:51AM #20
Uthrac
Date Joined: Aug 10, 2007
Posts: 1,555
At first, Paragon adventures featured all 11th-level underpowered characters.  Missing more often = longer combats.

It's not just getting comfortable with Paragon play, it's powering-up!  After getting a couple P1 adventures under your belt, you'll have better stuff (and better bonus to hit) in a party of mixed levels.  Six level 11 PCs who are fresh (some don't have +3 weapon/implement yet) will take a longer time to get through combat.

That, and being accustomed to the "extra" powers and AP abilities, and our Paragon adventures take less time now than they did a few months ago when the first Paragon mods came out. 
Dan Anderson
@EpicUthrac
Living Forgotten Realms Calimshan Writing Director
Living Forgotten Realms Epic Writing Director

Meet me at TotalConfusion:
http://www.totalcon.com/RolePlaying.html
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