Mok
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When Monster Manual V came out in '07 and I read the design article about it, one of the things that has stuck with me these last couple of years was Noonan's assertion "A typical monster has a lifespan of five rounds."
After over a decade of playing euro games, that was a significant highlight for me. I'd spent years playing "efficiency engine" games like Puerto Rico, where the number of actions you had in the overall game were very limited, and so squeezing as much out of each of those actions was essential to victory.
If it really is the case that on average, a monster is only going to last five rounds, then the overall combat system can be framed and more precision can be made with how various game elements function within that time frame.
So, I'm just wondering, does five rounds feel about right? More? Less? Remember, this is averaging, anecdotal 21 round mega battles is doubtfully the norm.
Also, I'm not sure how much of a difference the editions make, at least between 3.5 and Pathfinder. There could be some differences, but they seem to be hovering around the same length.
| Brodiggan Gale |
For my group 7-10 seems to be norm, but my group is anything but from the other posts I read.
Eh? Seriously? Well, I guess you would know (it being your group and all) I'm just having a hard time imagining how I'd even set up encounters on a regular basis that could last 10 rounds without someone being dead by the end of most fights. (I can think of one fight that I've run recently that came close, but it involved 20 hobgoblin archer-knights on horseback, and hit and run tactics on the part of the players, even then it only lasted 6 rounds really, 7 if you count one straggler that fled and did not engage the players. Also, even at just 6 rounds, two characters ended up in negative hp, and the rest were nearly there by the end of the fight.)
Fatespinner
RPG Superstar 2013 Top 32
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For me, it varies pretty wildly on the kind of campaign I'm running. I did an "orc invasion" campaign once that involved massive numbers of relatively low-CR creatures and those battles generally took awhile (because the party did not have an arcane caster to drop fireballs on everything). I'd say the average combat in that game was probably 8 rounds.
For my more "typical" campaigns, 3-5 rounds is pretty normal. "Boss fights" usually tend towards 7-8 rounds, if only because I'm very good about making my "boss enemies" very difficult to get at and highly resilient.
| tyweise |
We tend to have two types of combats:
Most last about 2-3 rounds, mostly determined by how soon the fighters engage in full attacks. (We currently have a party of 6 15th level characters.)
A handful will end up taking 10-20 rounds. This is almost always the case where only 2 or 3 party members can affect the last bad guy(s) standing (due to SR, DR, resistances, etc.) on top of high defenses (AC, saves, etc.)
It's kind of a grind, especially if you're one of the 'sidelined' characters for that encounter. But the turns at that point go very fast in terms of real time, since it's usually a handful of hits and misses in melee or ranged combat.
| Caineach |
Caineach wrote:For my group 7-10 seems to be norm, but my group is anything but from the other posts I read.Eh? Seriously? Well, I guess you would know (it being your group and all) I'm just having a hard time imagining how I'd even set up encounters on a regular basis that could last 10 rounds without someone being dead by the end of most fights. (I can think of one fight that I've run recently that came close, but it involved 20 hobgoblin archer-knights on horseback, and hit and run tactics on the part of the players, even then it only lasted 6 rounds really, 7 if you count one straggler that fled and did not engage the players. Also, even at just 6 rounds, two characters ended up in negative hp, and the rest were nearly there by the end of the fight.)
The 20 hobgoblin archers sounds like a typical fight for my group. Some recent battles that went over 7 round include:
6 lvl 1 characters vs: 12 kobolds + lvl 3 + lvl 2 commanders, and later that day 24 kobolds with crossbows and polearms getting suprise on us (and 3 crits opening round). GM gave us double hitpoints at 1st level, so we survived, but some of us dropped negative. This took 12 rounds or so.5 lvl 2 +1 lvl1: 18 (or 21 I forget) Trogladytes coming. 12 in 1 wave and before they all died 6 more showed up. Some of them were class leveled. We had suprize and terrain advantage. Still our lvl 1 summoner died and bard was dropped. The first wave took 8 rounds, the second one annother 4 before it was obviously over, and 4 more to kill the last guys who was no real threat unless he escaped (damn 23 ACs)
3 lvl 3: ranger, witch, and evoker vs 7 fast zombies (I think thats what they were at least) We needed to use up a couple charges from a cure mod wand that battle. Earlier, the same party fought 2 mating gelatenous cubes. 1 monster, double normal HP. That combat took 14 rounds, and had the witch and wizard diving into the cube to pull eachother out a couple times. 100 %$^%$ HP.
| Rezdave |
assertion "A typical monster has a lifespan of five rounds." ... Does five rounds feel about right? More? Less?
SNIP
Also, I'm not sure how much of a difference the editions make, at least between 3.5 and Pathfinder.
Here is my previous post from the thread referenced by Caineach ...
QUOTE
James Jacobs has stated that when they plan encounters in Pathfinder (granted, IIRC he put out this info in a Dungeon Editorial in the original AP days) they found that "average" Encounters last about 2 rounds and "major" ones about 4 rounds, and so they began designing around that.
I'd go with 3 +-1 and 5 +-1 if you wish.
I tend to run large-scale combats and fights with minions, mooks and reserves of opposing forces arriving in waves, so they last longer. Still, I find these numbers accurate for most "static" encounters like you might find in most published material.
HTH,
Rez
/QUOTE
TTFN ... R.
DM_aka_Dudemeister
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Combats tend to last between 2-5 rounds for my players. Occasionally a fight might last twice those numbers, but that's usually due to reinforcements or a particularly defence specced badguy. Sometimes people are still having fun so i add hit points to the monsters so people can keep slugging it out. Still the short fights make players feel bad-ass, turning their enemies to paste instantly. Longer fights tend to push the players to the edge of their hp and resources. Each has their place in the game.
| Anguish |
I think level has a lot to do with it. I've got two campaigns going right now, one as a player and one as a DM. As a player I'm 12th level and finding many combats go long. Lots of de-buffing, moving, paralysis & removal, invisible and visible... in short, churn. While the PCs have become quite powerful, monsters have great defenses, and it takes time to align weapons, or figure out weaknesses.
At low level, a fireball levels the playing field quick. At high level, you can often pop out a horribly powerful spell and fail an SR check or discover the creature has a resistance or protective ward.
| Pappy |
I would say that combat is typically 3-5 rounds for our group. When I'm looking for a more epic feel to the combat, I will chain encounters together with very short pauses in between. I think of it as "the pause that refreshes" then I thow more opponents at the party. Even with this approach, I don't usually have combat go longer than a dozen rounds, but the players feel like they have surmounted impossible odds.
| nexusphere |
Caineach wrote:For my group 7-10 seems to be norm, but my group is anything but from the other posts I read.Eh? Seriously? Well, I guess you would know (it being your group and all) I'm just having a hard time imagining how I'd even set up encounters on a regular basis that could last 10 rounds without someone being dead by the end of most fights. (I can think of one fight that I've run recently that came close, but it involved 20 hobgoblin archer-knights on horseback, and hit and run tactics on the part of the players, even then it only lasted 6 rounds really, 7 if you count one straggler that fled and did not engage the players. Also, even at just 6 rounds, two characters ended up in negative hp, and the rest were nearly there by the end of the fight.)
It was longer than seven rounds even if you *don't* count the break. I know, because we were playing barbarians with rage.
| Brodiggan Gale |
Brodiggan Gale wrote:It was longer than seven rounds even if you *don't* count the break. I know, because we were playing barbarians with rage.Caineach wrote:For my group 7-10 seems to be norm, but my group is anything but from the other posts I read.Eh? Seriously? Well, I guess you would know (it being your group and all) I'm just having a hard time imagining how I'd even set up encounters on a regular basis that could last 10 rounds without someone being dead by the end of most fights. (I can think of one fight that I've run recently that came close, but it involved 20 hobgoblin archer-knights on horseback, and hit and run tactics on the part of the players, even then it only lasted 6 rounds really, 7 if you count one straggler that fled and did not engage the players. Also, even at just 6 rounds, two characters ended up in negative hp, and the rest were nearly there by the end of the fight.)
I'm pretty sure it was 7 rounds total, I remember one of the hobgoblins who's mount you guys spooked with the alchemist's fire being gone for 7 rounds (3 and a 4 on 2d6), and returning just in time to see you all mopping up (which would be why he fled).
It's possible I'm one round off though, that was a looong fight and I may have mis-counted and had him gone 8 rounds instead of 7.
(Also, a certain cleric was still dispensing healing bursts, right up until a couple rounds before the end of the fight. Given he only has 6? of those, it can't have run _that_ long.)
Mok
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UPDATE
So I asked this question on five different RPG forums and was able to get plenty of responses.
Averaging everyone's averages together ended up with a result of 5.86 rounds.
From the perspective of the original article I'd cited, this could make some sense. A surprise or first initial round is often going to involve positioning, buffing or other preparations and then when the party really mixed it up with the encounter there is an on average of five rounds in which the creature is going to be functional.
As so many people pointed out, there can be a great deal of variance, with hit and run skirmish tactics, or other evolution of the encounter.
I doubt that any of the editions of the game can really take those kinds of factors into account, so in the design process, in terms of monster stats, it has to really look at roughly five rounds of exchanges between the monster and the party, whether those exchanges are consecutive or spread out in a more dense tactical situation.
| Otsego |
Would it be safe to assume that the higher the level you are the longer the fights take? Generally speaking I mean.
I've only really been low levels so far but I'm thinking the bigger badder bad guys in the higher levels will take longer to kill or dispatch.
So far, at lvl 2, if it goes longer than 2 rounds it usually means somebody will wind up dead.
| Caineach |
Would it be safe to assume that the higher the level you are the longer the fights take? Generally speaking I mean.
I've only really been low levels so far but I'm thinking the bigger badder bad guys in the higher levels will take longer to kill or dispatch.
So far, at lvl 2, if it goes longer than 2 rounds it usually means somebody will wind up dead.
In my experience it is very much the opposite. Low level games are much more likely to have wiffage and rounds where nothing substancial happens.
| The_Minstrel_Wyrm |
My experience as the GM for two different Pathfinder games, one high level (characters are either 11th or 12th level now) and my new every-other-Sunday "Second Darkness" game (everyone is 1st level) would echo what everyone has posted above.
My high level Monday night group had a night of 4 or 5 encounters, ranging from EL 10-14. And the combats in each lasted about 2-4 rounds.
My new Sunday night group (1st level characters) I had them go on the "Set Piece" mission at St. Caspiernian's Salvation, and that took a little longer, maybe 5-6 rounds (and Beltias nearly killed them all) but I figured he'd take out the front-line fighter types and leave the others alone and live to get revenge later on the PCs since they busted up his gang and his sweet little operation at the little half-way house. (And in Second Darkness there is that level gap between part 2 and part 3 I think.) Perfect to write up a little adventure to take them up one level and finish off Beltias once and for all. (They are all mostly a good-aligned party, except one guy is lawful neutral) so it will be interesting to see how this will all go down.
But, yeah, my combat rounds tend to go with the average. (Although dice rolls can add or subtract rounds of combat from those numbers.)
Mok
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Yeah, if you go over the "spinal analysis" from the Trailblazer 3.5/Pathfinder patch it makes it pretty clear that around 9th level an inversion of the game mechanics begins.
It isn't really an issue of either hitting or missing anymore, instead you generally hit and get hit and the hit points just become pure ablative armor.
Likewise, the spell effects in the game shift away from damage dealing and into save-or-die or save-or-suck effects, which can quickly change the flow of an encounter. Pathfinder addresses some of these issues that were in 3.5, though some of these effects still exist.
The end result is that high level play might take a lot longer to play out in real time, due to all of the effects and larger numbers being used, but in terms of rounds it could end very quickly.
| Evil Lincoln |
I doubt that any of the editions of the game can really take those kinds of factors into account, so in the design process, in terms of monster stats, it has to really look at roughly five rounds of exchanges between the monster and the party, whether those exchanges are consecutive or spread out in a more dense tactical situation.
Well Mok, game designers probably could use such information if the timing worked out, but it doesn't matter to me. As a game master I am grateful that you managed to pull up this statistic, thanks!
| gbonehead Owner - House of Books and Games LLC |
I should really start keeping track. This question has come up repeatedly over the years.
I can start this weekend! I've got games on both Friday *and* Sunday!
(I'm pretty sure the longest battle in rounds I can remember was something like 40-50 rounds long, versus a ruin swarm. I'd have to dig out the old initiative card to be sure.)
| jhpace1 |
As a GM:
The party is Level 1-6: battles are 8-12 rounds, the Fighter is down to single hit points, the Wizard is running around trying to not get caught by a stray arrow, the Rogue is attempting to use the shade from a nearby bush to qualify her "hide in shadows" requirement for Sneak Attack, and the Ranger is missing the target's AC by 1 each time.
The party is Level 7-11: battles are less than 6 rounds, without exception. The Fighter is singing Conan songs, the Rogue knows how to flank the Fighter effectively, the Wizard can cast Fireball and NOT hit his compatriots, and the Ranger is switching from cold iron masterwork arrows to "slaying ______" arrows now that he has successfully identified the target. He can also shoot around anything in his line-of-sight.
The party is Level 12-16: the Fighter is complaining that he doesn't have the "right" sword if the battle rounds go past 3 (he has 6 swords, one for each Resistance/DR), the Rogue is complaining the monster has more than 100 hp, since her first Sneak Attack should have killed it on the first round, the Wizard is cursing the SR of the monster, and the Ranger is wondering why his arrows can't do as much damage as the Fighter's sword, since he became an Arcane Archer.
The party is Level 18+: the party wants bigger monsters that last more than 1 round.
Wrath
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Kitty cat the necromancer:)
Well, since you brought this back up (from the dead)..
For us, low to mid level encounters last 3 - 5 rounds.
Higher levels we tend to find combats last upwards of ten rounds but only because we find more "waves of enemies" rather than one room encounters. Much of those are from myself and the other DM having nearby rooms respond to,combat rather than as written in modules.
For our group, the changing dynamic of reinforcements etc makes for much more epic feeling fights at higher level.
Cheers