Speeding Up Combat!


Combat & Magic


Pathfinder Rulebook Subscriber

I've skimmed the Pathfinder RPG alpha document and have seen a few changes that will help to speed combat, but I'm hoping that the final version of the Pathfinder RPG will include some concepts that are specifically intended to speed up our game. Combat at levels 10+ tends to bog down into tedious comparisons of rules and statistics and I feel that this is one of the main reasons that DM's and players avoid mid-to-higher level games.

I have not seen this (i.e. Speeding up combat) stated as an objective of the Pathfinder RPG, but I believe that this ought to be a key design consideration if we're to consider this RPG as a next step in the advancement of our roleplaying game. Perhaps there's no avoiding some slowdown in a game as complex as D&D V3.x, but any rule changes should be examined as to how they impact game speed (perhaps this is already occurring, and I've simply overlooked the efforts).

So far, what I've seen that may help are:

- Streamlined Grapple (less referencing of rulebooks)
- Streamlined skillsets (fewer numbers to track and remember)
- Some tweaking of spellsets and feats that might free the DM from recordkeeping ("at will" useage vs. "once-per-timeframe").

But these changes in themselves may not dramatically improve the flow of the game.

My gaming group already follows and uses a number of time-savers to speed up our game (e.g. we avoid side conversations, the players knkow to pay attention, we use a whiteboard to visibly track initiative, we pre-calculate all weapon attack bonuses, we use condition cards, etc.) but I still find that my games tend to slow most often in the following areas:
a) spells require unique judgement (and rules comparisons);
b) movement of players involves special rules considerations;
c) attack vs. defense calculations require special judgement; and
d) difficulty checks must be uniquely calculated and cross-referenced due to multiple conditions.

Thoughts?
Hurm.


I'm all for rules that speed up combat. For example I am not too thrilled with Pathfinder's new grapple rules or cover calculations. I want to spend less time on this. Make a grapple check: hit or fail - Period.
Under cover - +4 to AC, period.

4e is trying to go this way. If Pathfinder is to compete - it must adopt some of this mindset. Just don't go all the way 4e is so that it becomes nonsensical and childish.


One big idea I have for speeding up gameplay is that stat blocks for Monsters need to provide information about spelllike abilities and special attacks so I don't have to referenced the PHB every time I utilize a creatures abilities.

For example: using a quick example off the top of my head

Pit Fiend

Instead of saying Spelllike abilities: Fireball 3x/day, CL 18

include the following:

Fireball 3x/day (Range 100 feet, 10d6 fire damage in 20' radius burst, Reflex Save halves DC 18).

(I know the range and DC may not be accurate but I am just making a point - I would have to consult the PHB to determine exactly what all that would be based on the Pit Fiend's listed CL and that would slow the gamedown as I flipped through the pages)

Another example:

Nighthag

Enervation/At will CL 12, (Range 50 feet, ranged touch at +12, no save, 1d6+5 temporary ST damage for 8 minutes).

Just a thought. Another 4e idea I like and would like to see included in any 3.5/Pathfinder stat block from here on.

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