Where does Pathfinder sit on your Speed scale?


Pathfinder First Edition General Discussion


hi pathfinders,

I see the game speed come up quite a bit as an issue. I was just watching a Dark Heresy review and he was saying that game zoomed along quite well when the action started up. In your experience how does Pathfinder fit in, in terms of speed? I guess the fastest and the slowest games you've played would be the bounds of this scale. 1 being fast, 10 being sloooooooow.

booger=boy

Dark Archive

Pathfinder Roleplaying Game Superscriber

In my personal experience the speed of the game play has less to do with rules and more how well everyone knows the rules. Plus if the players have their actions already decided when it is their turn or if they spend time when it is their turn deciding what to do making everyone wait.

I say this cause I have seen a fairly simple fight in White Wolf Storyteller game take way over a hour. While I have seen a fairly large fight in Rolemaster with all it's charts only take about 30 mins. In both cases it was more about the people playing than the rules.

I only bring this up cause what peoples personally experiences with a game will color their responses despite how fast or slow the game is with the same level of players. If that makes sense.


Pathfinder slows down a lot as the characters get up in level.

There are techniques to help with this, but mostly those can be applied to any game, so that's not any help in comparison.

One thing to note is that not all games are equivalent in what they're attempting to do in combat. Basically, Pathfinder is slower than DH (might be I don't know) for a reason that is inextricable from the reasons people like it as a game.

If I could put a name on that reason, I would say that it's a game about power collection. Collect enough powers, and the decisions and execution become complex.


Depends on level and classes being used.

I scale the speed at 7~9.

When i play M&M or 3D&T, the speed and freedom of this games makes me wonder why i still play PF, haha.


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booger=boy wrote:

hi pathfinders,

I see the game speed come up quite a bit as an issue. I was just watching a Dark Heresy review and he was saying that game zoomed along quite well when the action started up. In your experience how does Pathfinder fit in, in terms of speed? I guess the fastest and the slowest games you've played would be the bounds of this scale. 1 being fast, 10 being sloooooooow.

booger=boy

The fastest by a mile is Savage Worlds. The rest is trickier. From fastest to slowest in my experience:

Savage Worlds (with no miniatures, I hate using miniatures in rpgs)
Godlike/Wild Talents
Feng Shui
New World of Darkness
"Between" World of Darkness (Orpheus, Adventure!, etc.)
Old World of Darkness
Legend of the Five Rings 4e
A Song of Ice and Fire Roleplaying
AD&D (no minis)
Star Wars Saga (no minis)
D&D 3rd/Pathfinder (no no minis)
Exalted
Shadowrun 4e
Savage Worlds (the one time I saw it used with miniatures)
D&D 4e (I can't figure out how to avoid minis to my satisfaction)
D&D 3rd/Pathfinder (with minis)

If I put nothing in parenthesis, those are games that assume no minis to start. But yeah, those are the games I've had enough experience with to really judge.

So, uh, yes, I do find 3rd edition D&D to take quite a while, but as long as there's no minis, it's still acceptably fast as far as I'm concerned. It's the minis I hate. They drag everything to a grinding halt and create a visible difference between you the player and you the character. Yuck.

I'll still play a game with minis, but I sure as hell won't run one.


Dark Heresy, Deathwatch and the like are just extremely fast games. Pathfinder is probably at a 5 or 6 to me, and DH is at 1. The options and depth of pathfinder along with the setting and expansions make it a great tool for many games, and is something most of the WH40K can't touch.

I agree, much of the speed is based on the player's knowledge of the rules. We have just picked up deathwatch a few months back, the rules are really simple though, roll under your Ballistics to shoot, if you do, you hit, the enemy has one reaction to dodge, rolls under agility, if they succeed they dodge. Remove all dice besides 2d10 and you've just got a system with some inherent speed.

With a lot of preparation and some useful resources though, pathfinder really speeds up- hero lab, spell sheets, and intimate knowledge of skills and combat options makes the game a lot, lot faster.

Grappling is a hard thing in all systems though, even in Deathwatch it slowed our game to a crawl for 4 or 5 rounds.


I would place it around 7 or 8, but then it hits me that I've never played a slower game so it should really be a 10 even though that somehow feels exaggerated.

To me, speed itself is not a goal. A fight can take 2 hours as long as it's 2 hours of fun. However, many times the slow pace can make you feel irrelevant and makes it plain boring just watching someone else roll a bunch of dice over and over.

Comparing it to other games I've played, it's easy to see why it's so slow though. PF is on the upper end of what you can do during your turn: standard, move, swift and any number of free actions. Because most fights are a HP race, it's very important to make full use of your actions.

Another factor is that each player decides what to do when their initiative comes up, instead of deciding at the same time and then resolving the turn like you do in Rolemaster for example. RMFRP, while needing much more bookkeeping, is actually pretty fast because of how turns are declared and then resolved.

The staggering amount of bonuses from various sources that go on and off almost randomly is another source of delay as the GM has to recalculate everything on the fly more than once almost every fight. And then someone forgets about something and you have to retcon it.


It's slow, but slow isn't necessarily bad. I don't think a game of speed chess is superior to a game of regular chess, for instance.


On a scale of 1-10, I'd put Pathfinder at a 6. However, as Evil Lincoln mentioned, Pathfinder has quite a change in pace from low to high level. To break it down, I'd say 1st level Pathfinder starts at a 3 plateau's at a 6 through levels 5-12, and ends up at an 8 by 20th level.

Here's a first attempt at rating some other systems:
1 - free-form roleplaying
2 -
3 - D&D, QAGS
4 - AD&D 1st edition, Storyteller (early editions), New World of Darkness
5 - AD&D 2nd edition, Storyteller (later editions), Rifts
6 - Pathfinder, D&D 3.0, D&D 3.5, D&D 4th, GURPS
7 - Shadowrun (all editions), HERO
8 - Rollmaster
9 -
10 -


Trikk wrote:
To me, speed itself is not a goal. A fight can take 2 hours as long as it's 2 hours of fun. However, many times the slow pace can make you feel irrelevant and makes it plain boring just watching someone else roll a bunch of dice over and over.

While I agree that speed is not the goal of playing out a scenario, I think speed should be a design goal of the game system - to allow for more time roleplaying and less time figuring out how much damage to subtract on a hit.

Two of my least favorite parts of Pathfinder are critical hit confirmation rolls and iterative attacks at differing bonuses. Both really add to the "watching someone else roll a bunch of dice" problem.

Trikk wrote:
Another factor is that each player decides what to do when their initiative comes up, instead of deciding at the same time and then resolving the turn like you do in Rolemaster for example. RMFRP, while needing much more bookkeeping, is actually pretty fast because of how turns are declared and then resolved.

Funny that you would mention Rollmaster as "Fast" while I was writing my earlier post rating it "slow". I've only played Rollmaster once, so I'll defer to your opinion on that.

Trikk wrote:
The staggering amount of bonuses from various sources that go on and off almost randomly is another source of delay as the GM has to recalculate everything on the fly more than once almost every fight.

Amen brother!


Fastest: Call of Cthulhu - if action starts to turn violent you either "win it quick" or start running like mad, that is when it doesn't take you down quick.

Slowest: Exalted 2nd edition - the only game I've ever played where a fight that lasts 30 seconds in-game time took longer than normal in-game and also took hours of real time.

Pathfinder... I find it falls around a 3 in all cases except for when the players present have forgotten their character's abilities (how does vanishing trick work?) or just haven't decided to use them for some reason (Paladin: Jeez, these trolls are brutal! They just killed the monk, we are in serious trouble. *full attacks without smite evil*).

It should be noted that I only use miniatures when the environment, events, and critters involved would get beyond my ability to keep track of well enough that everyone knows whats going on without it being explained repeatedly... which is rare considering a fight on numerous small platforms of rock high above a magma flow doesn't qualify for mini use unless there are as many enemies as their are PCs.


I agree with Evil Lincoln that Pathfinder gets slower at higher levels. It also seems clear to me that the more participants in a combat, the longer it takes to play. The worst case I have seen was an 11-round combat with 20 participants (6 PCs, four allied NPCs, and 10 opponents, at APL 8) that spanned three sessions. At three hours a pop, that totaled up to 9 hours of play to resolve 66 seconds of action. Now we're not the fastest group of gamers by any stretch of the imagination, but we're not exactly dragging our feet either.

Savage Worlds is the other system we use and it flies. Mass combat in particular has been a revelation (yes, I know this isn't comparing apples to apples). We ran a proof of concept test using the Battle of the Hornburg (Helm's Deep). I can't remember the exact numbers, but it took something like 20 minutes to set up (that included creating the NPCs Gandalf, Aragorn, Legolas, Gimli, and a Uruk Hai commander from scratch!), and 10 minutes to run. The inclusion of "Wild Cards" (PCs) actually did impact the final outcome: the forces of Rohan lost the battle, but Saruman's forces were significantly reduced. Not bad for 30 minutes.

On the upside for Pathfinder, the long combats buy me time to figure out what comes next after the fight.


SPEED:

Fastest Game:Cyberpunk
Middle Game: Hero System
Slowest Game: Role Master & Pathfinder are about the same, with the countless hours of looking up rules.


On a scale of 1(fast) to 10(slow), I'd give Pathfinder a 6-7 IF players are planning ahead. When you get the people that space out until someone reminds them it's their turn and THEN they start trying to figure out what they'll do, it goes to a 9 easily.

Shadow Lodge

I recently went to a beginner box bash and it went along fine


It's not a video-game, but it moves as fast as it can; I enjoy the play *experience* or whatever :P


Darigaaz the Igniter wrote:
When you get the people that space out until someone reminds them it's their turn and THEN they start trying to figure out what they'll do, it goes to a 9 easily.

Indeed, sloppy attention can take a 3 minute encounter to 30 minutes or longer (no blame).


Minis sped our 3.5 game up. So did having a talk with the guy who always waited until his turn to decide what he wanted to do. When he eventually moved away, it sped up more. It sped up even more when the player who only likes playing fighter-types got back to playing her favorite fighting character. It sped up even more when the person who doesn't like spells much didn't have to deal with them anymore. It got even faster when the new guy came in; he knows what he wants to do, and doesn't argue if he needs to heal somebody; very, very cooperative and decisive player. I am looking forward to starting our new campaign. Pathfinder ought to be our fastest game yet, now that our most impulsive and craziest player is back in town.

As to other RPGs and Wargames i've played, same holds true. It's going to be a combination of the right props for the right people, the right character type for each, how engaged they are, how well they know the rules, or how willing they are to trust you when you advise them if a thing will or will not work.

It's probably not a coincidence that the more trust there is, the faster the game goes.


Mr. Green wrote:
Slowest Game: Role Master & Pathfinder are about the same, with the countless hours of looking up rules.

...am I the only GM that would say "alright Ted, you have 3 more sessions - either get it together with knowing how your character works, or you can't play this (whatever element keeps requiring looking up rules) anymore."

And as a GM, if I don't know exactly where to look to find the ruling I need in the book - I make a call on how it works for now and make a note to look it up after the session so I'll know it if it comes up again.

...and I also only ever answer a request someone makes to hand them a book with one word "Why?" Players shouldn't have to crack a single book during a session, at least not without already knowing exactly which page they are flipping to and why.

Contributor

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thenobledrake wrote:
Players shouldn't have to crack a single book during a session, at least not without already knowing exactly which page they are flipping to and why.

Oh, I don't know about that. Detect Magic is a cantrip but its description runs to a hundred plus words and that's not counting the two tables. Seems like a little book-checking on things like that shouldn't slow things down too much.

Now, that said, I personally supplement my character sheets with personalized spell descriptions, descriptions of extraordinary, spell-like, and supernatural abilities, class and race abilities and so on simply so I WON'T have to look things up and so that the math on things like "X per level" is done in advance, but that's pretty much the same thing as looking it up in the book, really.


thenobledrake wrote:
Mr. Green wrote:
Slowest Game: Role Master & Pathfinder are about the same, with the countless hours of looking up rules.

...am I the only GM that would say "alright Ted, you have 3 more sessions - either get it together with knowing how your character works, or you can't play this (whatever element keeps requiring looking up rules) anymore."

And as a GM, if I don't know exactly where to look to find the ruling I need in the book - I make a call on how it works for now and make a note to look it up after the session so I'll know it if it comes up again.

...and I also only ever answer a request someone makes to hand them a book with one word "Why?" Players shouldn't have to crack a single book during a session, at least not without already knowing exactly which page they are flipping to and why.

Actually, yes, you really are the only GM who has ever done that, you should feel ashamed.

JUST KIDDING!


thenobledrake wrote:
...am I the only GM that would say "alright Ted, you have 3 more sessions - either get it together with knowing how your character works, or you can't play this (whatever element keeps requiring looking up rules) anymore."

That's something I could never see myself doing. At least not the way you worded it.

thenobledrake wrote:
And as a GM, if I don't know exactly where to look to find the ruling I need in the book - I make a call on how it works for now and make a note to look it up after the session so I'll know it if it comes up again.

Yeah, I totally do that all the time.

thenobledrake wrote:
...and I also only ever answer a request someone makes to hand them a book with one word "Why?" Players shouldn't have to crack a single book during a session, at least not without already knowing exactly which page they are flipping to and why.

I would never do this either.

My list:
1- Dark Heresy
2- Star Wars WEG edition
3- Old World of Darkness
4- New World of Darkness (only because I know the old rules better)
5- Deadlands (Not no dangblasted Savage Worlds. I like my colored paper clips!)
6- Torg (and worth every second)
7- D&D 2nd Ed
8- 3.5/PF
9- Don't really have a nine. Maybe the one time I played MERP
10- Rifts. Oh. My. Slowness. two hours for one turn of combat. I know it's not fair of me to put that at the top since I was running 16 players at the time.... Still though, because of that experience Rifts is forever associated as the slowest game in existence in my mind.


Abbasax wrote:
thenobledrake wrote:
...am I the only GM that would say "alright Ted, you have 3 more sessions - either get it together with knowing how your character works, or you can't play this (whatever element keeps requiring looking up rules) anymore."
That's something I could never see myself doing. At least not the way you worded it.

I meant to imply (and technically did so given the use of the word 'more') that there had already been multiple sessions of Ted slowing down the game because of constantly needing to reference books during the session.

It's not like I have some strict ruling about how much time you have to get used to a character and its abilities - I just don't feel I should let your desire to play a character you can't keep track of impede everyone (your self included) having a good time playing the game and moving on in the campaign.

Abbasax wrote:
thenobledrake wrote:
...and I also only ever answer a request someone makes to hand them a book with one word "Why?" Players shouldn't have to crack a single book during a session, at least not without already knowing exactly which page they are flipping to and why.
I would never do this either.

I do this because, in my experience, 99 times out of 100 the player is asking for the book because they have a question they want to know the answer to and it is either a) something I can answer for them less time than it takes for them to ask for the book and tell me why they want it - if they had just asked me the question in the first place, or b) completely irrelevant to the current situation and resultant in them being distracted.

I apply the rule of not opening a book during the session unless it is absolutely necessary to all of the games I have ever played - it's a large part of why I ranked Pathfinder, which seems to have a common rating of 7-8, and AD&D (which you rated at a 7 yourself) as being a 3.

Insisting that the players know how to play their characters without an open book = faster game speed.


thenobledrake wrote:

I meant to imply (and technically did so given the use of the word 'more') that there had already been multiple sessions of Ted slowing down the game because of constantly needing to reference books during the session.

It's not like I have some strict ruling about how much time you have to get used to a character and its abilities - I just don't feel I should let your desire to play a character you can't keep track of impede everyone (your self included) having a good time playing the game and moving on in the campaign.

That's never bugged me and I've once had another player complain about that situation either. So I suppose that I just don't have a personal context for why I'd say that. Let me clear here, I don't begrudge you for that, or think that you're wrong. I just doubt I'd ever tell someone that.

thenobledrake wrote:

I do this because, in my experience, 99 times out of 100 the player is asking for the book because they have a question they want to know the answer to and it is either a) something I can answer for them less time than it takes for them to ask for the book and tell me why they want it - if they had just asked me the question in the first place, or b) completely irrelevant to the current situation and resultant in them being distracted.

I apply the rule of not opening a book during the session unless it is absolutely necessary to all of the games I have ever played - it's a large part of why I ranked Pathfinder, which seems to have a common rating of 7-8, and AD&D (which you rated at a 7 yourself) as being a 3.

Insisting that the players know how to play their characters without an open book = faster...

If a player has a rules question, I tend to prefer if they look it up themselves. It beats slowing down their turn to ask me, or worse yet, interrupting another player's turn. Of course I don't mind answering questions, but I think hands on experience with the books gains an advantage of speeding everything up in the long run.

Also, I don't think I've had a problem with someone getting distracted by a rulebook since I was 12, but I've heard about it enough times to believe I've just been lucky that way.

The reason that I rank PF as a 7 isn't so much because of time spent looking up rules. It's because overall, in my experience, hit point and level based systems are inherently slow. This gets compounded by iterative attacks and less often used spell/abilities that do need to be looked up and adjudicated which come along with mid to high level play.

Shadow Lodge

In my experience, the longest part of the game was learning how to play. So many things were confusing and so many things confuse me to this day that I continue to slowly learn. Actual gameplay ranges at about a 6-7 in speed for me, at least compared to some other games I have played.


I don't see how people can classify Pathfinder with Rolemaster. I've looked at Rolemaster before and it looked unplayable to me. I don't know how anyone ever played that one.

I'm starting to think that I might put PFinder in the same boat as MERP in terms of play time. That'd be a 5 or 6. Someone mentioned the original Star Wars RPG, I guess that'd be my #1. That was a very simple game. Going from dnd to that back in the day was kind of a shocker. Rolemaster is definately a 10 or even worse... something turned up to 11. I'm having trouble thinking of something in the middle ground between PFinder and Rolemaster... there seems to be a gulf.

Guys I agree that if its slow than it doesn't automatically mean that it's no-fun. Those 3 sessions for one combat session could be one worthy encounter. But if it's always like that how can anyone ever complete an adventure or even a campaign?

booger=boy


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Weird. I think Rolemaster runs super quick when you know the rules. Everything is streamlined and runs off the same system. You don't have to learn any subsystems nor modifiers really - you just need to know where the relevant tables are, which doesn't take much. Spells typically have three sentence descriptions. We played it for years and got through stacks more encounters per session than playing DnD or PF.

Granted, it probably looks intimidating to someone who doesn't know the rules yet.


booger=boy wrote:

I don't see how people can classify Pathfinder with Rolemaster. I've looked at Rolemaster before and it looked unplayable to me. I don't know how anyone ever played that one.

I'm starting to think that I might put PFinder in the same boat as MERP in terms of play time. That'd be a 5 or 6. Someone mentioned the original Star Wars RPG, I guess that'd be my #1. That was a very simple game. Going from dnd to that back in the day was kind of a shocker. Rolemaster is definately a 10 or even worse... something turned up to 11. I'm having trouble thinking of something in the middle ground between PFinder and Rolemaster... there seems to be a gulf.

Guys I agree that if its slow than it doesn't automatically mean that it's no-fun. Those 3 sessions for one combat session could be one worthy encounter. But if it's always like that how can anyone ever complete an adventure or even a campaign?

booger=boy

If we are talking RMFRP, then it does look unplayable from a distance. You have an entire page for skills, and then another full page for skill categories. Creating a character is easily a 4 hour session if people know what they want to play.

That said though, it's kind of like GURPS in that you do all the math before you begin playing and then you barely have to do any math at all once you're off. It requires a lot of bookkeeping but nobody has to sit around and wait while you write stuff down.

You do need to look up the weapon tables when making attacks but that's very quickly done, especially if every player has printouts of their respective weapons. The spells are around 2-3 sentences most of the time so they never slow things down.


Abbasax wrote:
If a player has a rules question, I tend to prefer if they look it up themselves. It beats slowing down their turn to ask me, or worse yet, interrupting another player's turn. Of course I don't mind answering questions, but I think hands on experience with the books gains an advantage of speeding everything up in the long run.

I wish I had players that could actually learn from looking something up in a book... but my group (other than myself) can't manage it - they only learn to rely on the book for knowledge.

It's all a matter of different learning styles in action - some people learn best from hearing something spoken, some people learn best from writing something out, and some people learn best by just reading... my groups of gamers over my entire life has only had hearing and writing based learners except for myself.

I actually wish the players looking up the rules themselves was faster than them just asking me, but it almost never is.

...and besides that, I find that players tend to be more engaged with the story and willing to "do something that might be cool," when they have no rules knowledge getting in their way... so I'd rather force rules-ignorance and reliance upon me as their source of rules knowledge - it also, incidentally, has prevented a lot of arguments (I have a player that, when he thinks he knows the rule, will argue that you are doing it wrong until he is proven wrong by a book reference... he can't handle "I'm making a GM call, we can look it up later," when he thinks he knows how something works).


The speed of the game is also directly effected by how well each player knows his/her character, their role, and their abilities.
The player who spends 3 min during combat trying to decide what spell to cast slows down play, as does out of character chatter and metagaming.

To address the metagaming at our tables, during combat you may include a statement of up to 6 words to your party members along with your actions that round. This way some of the more veteran players can yell advice to their comrades if the need arises.

In our larger game of 10-12 players, if you don't have your action ready on your initiative you get skipped and are counted as holding until you decide what to do, at which point the initiative order is shuffled to accommodate this.

Again, to me it comes down to knowing exactly what your character can do and exactly what each ability does without having to flip around in the book every time. Make a cheat sheet with commonly used abilities and die rolls for yourself if that helps.


If you have a good software ready for use, like MapTool with a proper framework, speed keeps very good. It is slowed only by players who can't decide what to do or by quite unusual effects that require more thought. For the rest, everyone can concentrate on the scene rather than in "uh... so I have to roll a... d8, was it? And I have to add Strength plus... let me see, I have a +2 enhancement bonus and........."


overall it is pretty slow

i got a 21 on my knowledge local, so that means you learned the DC 15, 20 stuff

each new book adds new slow...hexes, curses, guns , ki etc....all these new stuff PCs can do..and conditions, conditions, conditions

the fact people say use this software, and there are flowcharts for grapple show it work!!

so

PF is about 7

Savage worlds is about a 3-4, it has opposed roles, bennies to get re-rolls, and a wierd wound system, that can slow it

Barbarians of lemuria is about a 2, that is fast

freeform games aren't overly fast...you can often counter what another says, use alarms if you think someone has said something that cant be carried forward etc.....they often have some mechanic, which may be slow.

The One Ring is about a 5

Rolemaster is about the same as PF

all in my H.O


guys, thanks for your input in this thread. It's given me some new games to evaluate. And it looks like I'm adding "Barbarians of Lemuria" to my I-will-purchase in the future list. It's amazing that people do find Pathfinder too be so slow yet it doesn't alienate them from the game. Maybe it has to do that people only play to level 7 or something. Makes sense to focus module production at that range if its the case.

booger=boy


Pathfinder's slowness stems from the following on a mechanical level.

1) A hodge-podge of mechanics, each with their own refresh rates. 4e was a significant improvement in this regard.
2) Iterative attacks.
3) Death-by-Cheese Grater.

My systems in order:

1 D6 WEG
2 Feng Shui
4 Basic Roleplaying (Call of Cthulhu, Glorantha)
4 D&D 4th edition
5 GURPS with reference cards
7 Rolemaster
8 Pathfinder
10 Hero

On a social contract side, what matters most is making sure everyone is thinking about what they're going to do before their turn to declare comes up. The guy reading his comics or the woman knitting while waiting for their turn to come up - at which point they need a 2 minute recap of everything that happened before they can decide what to do - they annoy me.

Shadow Lodge

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Honestly, the system makes very little difference to how fast my games run. Who I'm playing with makes the biggest difference.


TOZ wrote:
Who I'm playing with makes the biggest difference.

Yeah, once Derek and I start talking about movies and 1e, rolling for initiative can take upwards of 30 minutes...


Just to be the odd one out:

I found Dark Heresy to be way slower than Pathfinder. Both games ran fairly quick when starting out, but I found Dark Heresy to suffer more from abilitybloat and modifiers than PF. I was the GM, and ended up canceling the campaign when they were just a few ranks away from pre-ascension cap - the absurd amount of rolling and such the assassin had to do each round for example was bogging everything down.

Personally I don't mind how long or short the actual combat takes, it's when some players takes way longer than the others, either due to character abilities or taking ages to think only in their turn. And PF can be pretty bad there (classes with pets, summonings, henchmen and what have you).


I totally agree with those who said it depends on the players, if you have players that figure out their actions before their turn, the pace can fly.

A lot of the time, if a battle is straightforward I have every player go at once. My players don't cheat so that important trust allows me to speed up battles when sessions are running late.

Besides, if my players were to cheat, then I would cheat and GM's cheat HARDER!


In some of my PF/D&D experiences, the DM sets 1 minute to you start and end your turn, using a hourglass to measure the time.

Some DMs i know don't allow Animal Companions and Summons, and that too helped to shorten the time between players.

Dark Archive

Starts at 2, ends at 9.

Low levels are easy. High levels can get very complicated with all the buffs, conditions, spells effects, spell-like effects, supernatural effects, extraordinary effects, terrain modifiers, interpretation of the rules, etc.

Side note, I find Mutants and Mastermind to run very quickly, but note we don't use tactical movement rules, and we're loose about the combat rules in general. I find my various PF games much more structured.


mplindustries wrote:


D&D 4e (I can't figure out how to avoid minis to my satisfaction)

I've done it. You just have to focus on using more minions and critters with powers that don't 'move' things, and let your players know that powers that focus on moving will be not as useful. Keep it to one non-minion enemy per fight and it's pretty doable.


i have had a very limited interaction with different rpg titles only playing, wolrd of darkness: changling, vampire, werewolf, dnd2.0, dnd3.0, dnd4.0, pathfinder

what may look wierd is i put console/pc games in the list as a baseline to what i consider the fastest game speed in my mind.

1-4 rpg/ online mmo games. due to rules/optimization learning curve,

2-6 dnd2.0. everyone knew the rules, and worked well together, minis sped up the game. =]

3-6: dnd.3.0 dnd 3.5 . players worked well together and helped eachother out. also home rules that helped speed play within the limits of the game, and minis help speed the game up. =D

4-6: pathfinder. relearning new core rules. enthusiasm in game.

6-8: any world of darkness game. by proxy of so much fluff the game slowed, and that was a good thing. no minis =[

9-10: dnd4.0 . due to a bad player dynamic, learning new rules, constant change of dms, finally disintrest in the game due to online message board fan base, minis did nothing to speed up the game =(


Slower then L5R, faster then D&D 4.0 (two games I also like). That's all I can say.

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