Starfinder Combat Length


General Discussion


Hi guys, I'm going to be running Dead Suns in the next month or so and I'm wondering what people's average combat times are for both personal and starship combat.

I'd like both a real-time and round length estimate if you'd be so kind!

Any opinions on what the biggest time-sinks were during the combat phases or any methods/shortcuts you guys had in place would be helpful as well, just trying to get this running as smoothly as possible.

Thanks!


It really seems to depend on the players. I’ve had games where everyone is tactically sound and no stupid mistakes are made, and then you’re pretty much looking at a round or 2 per enemy.

I’ve also had some combats where everyone gets in each other’s way, nobody is leaving shooting lanes, and people are clustering up on an enemy like it was Pathfinder, even though everyone has guns. Those take much, much longer.

As for starship combat, I couldn’t begin to estimate the rounds it takes. I would say somewhere in the neighborhood of 5 to 10 minutes? It will seem subjectively longer for each player depending on starship role, though. When I play, I’m a pilot, and analyzing what I think the enemy ship will do, and what my ship can do, and how to get those two to meet at a point that is most beneficial for me takes up all the time in the combat. I’m usually moving two d4s around in front of me to get an idea of where and how to move. So combat goes by quick.

They engineer just waiting to play with our shields eventually? I bet that takes forever for that player.


Regular combat mostly depends on party composition. Our table has 6 players, only 1 of which is a big damage dealer so our combats are generally rounds×targets+2. The first two rounds is positioning then afterwards cleanup from our damage dealer. Biggest time sinks were misses, cause they happen. Early levels encounters lasted about an hour, but we just recently hit 3 so everyone's damage just went way up.

Starship combat, 3 hours. If we get in the ship to fight, that will be our session for the night. A lot of this comes from needing to use the FAQ page to get the right DCs for actions and exactly what they do.


Isaac Zephyr wrote:

...

Starship combat, 3 hours. If we get in the ship to fight, that will be our session for the night. A lot of this comes from needing to use the FAQ page to get the right DCs for actions and exactly what they do.

Link? or page number?


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Regular combat has on average taken my group around 5 to 6 rounds to complete, with each round taking about 1 minute per person assuming everybody has a good idea of what they want to do. Since we haven't had anyone trying to do a lot of spellcasting in combat, it's mostly been moving and shooting or swinging to hit with a melee weapon. So it's been pretty fast. Each round has involved focus fire on 1 or 2 enemies, with people either shooting the same target as the melee character if their shots aren't obstructed or firing on another target if they are. Approximately 2 successful attacks from melee is enough to knock most targets out, about 3 successful ranged attacks to knock them out.

Starship combat....seems to drag on quite a bit. It will depend on if you're players figure out how to optimize ship design and the optimal strategy to fight enemy ships or not. If they don't, it can drag on for over an hour and become drastically unfun. If they do figure it out, it can go pretty quickly. However, for everyone but the pilot it becomes pretty repetitive after the first round.

First round typically involves the science officer/engineer scanning the enemy ship for any arcs that don't have weapons or figuring out weaker shield arcs. After that they'll use either the ability to shift shield energy around or to repair shields. The gunners will attempt to just keep firing on the same arc, and the pilot will attempt to maneuver the ship to the weakest arc so that you can keep firing on it. If you have enough hands on ship, targeting specific systems is very useful. Pilots have the most variance though depend on the specifics needs of combat you might need to back off and keep distance to recharge a shield arc or something to that effect. Everybody else will just do the same thing over and over again.

Honestly, ship combat is one of the weakest systems and I don't particularly enjoy it.


Ridiculon wrote:
Isaac Zephyr wrote:

...

Starship combat, 3 hours. If we get in the ship to fight, that will be our session for the night. A lot of this comes from needing to use the FAQ page to get the right DCs for actions and exactly what they do.
Link? or page number?

http://paizo.com/paizo/faq/v5748nruor1hi

There you go. All the errata not in the current printings.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In Dead Suns, the average time of starship combat is wildly different before and after book 2, because there is a transition from prevail ship to player built ship. Starship Combat in the first 2 books could easily be 5-10 rounds. After that, 2-3 rounds, unless the party's gunner is very unlucky, because a player built ship will massively out gun everything published in the same tier.


HammerJack wrote:
In Dead Suns, the average time of starship combat is wildly different before and after book 2, because there is a transition from prevail ship to player built ship. Starship Combat in the first 2 books could easily be 5-10 rounds. After that, 2-3 rounds, unless the party's gunner is very unlucky, because a player built ship will massively out gun everything published in the same tier.

I had a very similar experience until we got to the combat in Book 5. That combat has a ship with a gun almost as powerful as the PCs and multiple gunners. That was the only time I worried that the PCs might lose a starship fight.


I am DMing the Dead Suns campaign and I am on the 5th book. To answer your question it really depends on how many people are playing in your group and what kind of players they are. What I mean, are they dedicated players that know their roles and are ready to play or is the game secondary to hanging out?

Anyway, for me with an Avg of 4 players (sometimes 5 or 6 have maxed out at 7) I can get in 1-2 combats per session (3 hours or so). Those to hit KAC/EAC on the NPC's can be pretty massive.

Ship combat on the other hand is long and for me as a DM REALLY boring. The combat IMO is not fleshed out like it needs to be and (at the risk of being redundant) is severely lacking. I am tempted to convert Battletech/Aerotech rules to SF as the current rules seem to be a half assed version of them anyway. Yes I am little salty on this as this should be one of the cooler and exciting aspects of the game and instead is a burden for me to DM.

Sorry for the digression.


I've found that most ground combats of CR +1 to +3 take about 4-5 full rounds to complete. How long this actually takes in real time varies, though I've fit at least two full major combats in a single 4 hour game session ( I prefer doing fewer, more important fights, rather than a ton of easy and unimportant battles ). Space fights take longer, relatively, though I haven't run that many.

One thing to keep in mind: enemy morale. If every single enemy NPC always fights to the death, and always takes whatever actions needed to prolong the battle, then yes, fights will take much longer. This really shouldn't be the case most of the time. Unless the enemies are mindless or fanatically dedicated, even enemy forces that are smart and disciplined should have people break and retreat when there are only a couple wounded enemies left and victory is impossible.

And even if they *are* mindless fanatics? Consider just declaring the fight over rather than forcing the PCs to roll out a round or two of completely forgone combat against holdouts. Like any other challenge in Starfinder, dice should only be rolled when its dramatically relevant. Even if they *are* injured and tired, 4 level 5 PCs versus 2 remaining CR 2 mooks? Is not dramatic.


In my opinion, combat length is "the right one".
We haven't had rocket tag encounters that last one or two rounds, and we haven't had a bog down like in PF1 in the later stages. We are starting book 6 of Dead Suns this sunday.

Starship combat, as written in the APs, is pretty dull I think. However, I modify those. Adding new stuff helps a lot. Clouds of space dust with 20% concealment, asteroids, radiation zones where missiles can't lock on enemies, space creatures, attempts to board, and even giant space tentacles of energy have helped a lot.


As everyone says depends on party makeup. With no long arms and no magic in the group I run they got absolutely stuck fighting the writher swarm (10 rounds), but can rush through other stuff, killing book 2’s boss in 2 rounds.

Average I find is 2 to 3 rounds. Attrition is the name of the game in SF with Stamina a limited to refills and HP much harder to maintain. Short quick combats which whittle away the teams resolve (hence the name of the points) rather than the usual challenge of DPS versus healing in PF.

Dead Suns is especially good for this is you, after the point hits home, point out that they are on a time limit. While it doesn’t mechanically effect the game, I have implied to my players it does to encourage them narratively treating it right. This stops them from bedding down to keep resolve up

Like others I found ship combat could drag, so I made round order cheat sheets for each players position on the crew, with all their actions and DC’s on the laminated sheet. Sped things up significantly. No need to keep finding references and players are able to quickly figure out their actions before their turn even comes round.


As the DM, play the NPC starship crew as maniacs that never balance or divert power to shields, and just focus on damage dealing. Either the players go through your ship faster, or you have a little bit of a chance of damaging theirs, if they roll bad enough. Consider surrender or fleeing if it won't impact the story too much.

Tactical combat seems to go pretty fast, with the monster low AC but high attack rolls guaranteeing damage on both sides at all rounds. They usually aren't dull, unless the enemy CR is divided between more than 4 mooks. Then the players know they are in no danger and just have to chip away at the monsters, expecting the big one behind the next tree.

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