Whats the longest fight you ever had?


Pathfinder RPG General Discussion


Like how many rounds and how long did it take in real time?


12 rounds, at least 2 hours. It was terrible.


Round wise I think 22 is our record and time wise was another fight that was 4-5 round but took 6 hours.


Three and a half hour fight with an ancient black dragon who had levels of Witch. It SUCKED.


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Six hours for a single encounter? Jeez....

"Who's up for a breezy quick game of 18XX as a change of pace?"


Slim Jim wrote:

Six hours for a single encounter? Jeez....

"Who's up for a breezy quick game of 18XX as a change of pace?"

Well technically it was 6 and a half we started 1-2 hours into the session and it took so long we had to finish the 1st half an hour into the next session. But it was 6 hours for one session then half an hour on the 2nd.

Silver Crusade

The final encounter of the Jade Regent AP. I don't remember how many rounds, but about 3 x 3 hour sessions.

Silver Crusade

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Slim Jim wrote:
"Who's up for a breezy quick game of 18XX as a change of pace?"

As an aside, I was a playtester on 1832, 1850, 1856 and 1870.


Just out of curiousity why did the fights take so long? For the black dragon I'm guessing it hid underwater and you could only attack when it raises it's head up to breathe.


In an AD&D game there was a fight where the enemies shot a few arrows then ran off, repeatedly. It pissed off everyone and lasted a couple of sessions - I don't remember how long those sessions were.


Pathfinder Adventure Path Subscriber

Most of my AD&D games, near end campaign battles, ran a regular 3.5-5 hours. I started keeping track of rounds; I still remember pointedly Round 1 of end campaign was 56 minutes (6pcs,2dmpcs,2 controlled NPCs, and villains? Umm... More than us!)


I forget how many rounds but the fight took 8 hours across the end of one session and start of the next to resolve.


Maybe 6 hours across 2 sessions?

It was a against a Summoner and his Ediolon along with 3 enemies with class levels.

And I had some NPCs to also run at the same time. With 3 players(4th sat out).

Now I saved some sanity in the fact that I made all the allied NPCs go at the same time and only 1 could fight. The rest ran or cast a helpful spell(Cure, Shield, etc).

Took maybe... 6 rounds?


PCScipio wrote:
Slim Jim wrote:
"Who's up for a breezy quick game of 18XX as a change of pace?"
As an aside, I was a playtester on 1832, 1850, 1856 and 1870.

Ah, you lucky guy. The Bill Dixon games really were the cream back then. (House rule: kite the $20 = extra yellow tile building rule (from 1861 Russia) for 1856. Widens out the map considerably, but oh, if you thought company treasuries were bleeding before....)

Mostly playing 1822 now.


related question. If a fight is going on forever even when it's all but certain the PCs will win do you ever just "call" it, so to speak?


Yes, I have done so Yqatuba. Needs to be certain in my mind rather than all but certain tho'. Also mostly I've done so when the game session is coming to an end.


That said I would NEVER call a fight in the opposite situation (it seems likely the pcs are going to die so I'll just rule they die anyway) As I doubt there's a player alive who wouldn't get mad if the DM did that.


PCScipio wrote:
The final encounter of the Jade Regent AP. I don't remember how many rounds, but about 3 x 3 hour sessions.

Ooh, that one stretched on forever here too.

It went by pretty rapid fire for us, at least, but we had at least 3 dozen straight rounds of "He made his saving throw again" and "Nope, that still doesn't hit his AC" before the tide finally turned.

It was so bad that a min/level spell the PCs had trapped a different enemy with elsewhere in the dungeon actually expired mid-fight, and said enemy had enough time to head up to where the final battle was taking place and join in.


In Pathfinder, I've had encounters that lasted 4-5 hours and involved lasted 15-20 rounds.

Which is utterly dwarfed by some of the Warhammer 40k battles I was in, involving 10k+ points/army, occupying entire rooms, and and taking more than one weekend to resolve.


Yqatuba wrote:
That said I would NEVER call a fight in the opposite situation (it seems likely the pcs are going to die so I'll just rule they die anyway) As I doubt there's a player alive who wouldn't get mad if the DM did that.

No but I have called for "This battle is over you have lost" which ends up with them being captured or waking up in a destroyed town or battlefield.


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Boss battles generally last very little time at my table. The really long fights are at 1st level against a medium-sized group of goblins, skeletons, or other weenies with high AC (usually from dex), low attack rolls, and if we're really lucky a bit of DR.

"Miss."
"Miss."
"Miss."
"Oh look, a hit! . . . for 1 damage. Sorry, your rapier glances between the skeleton's ribs to no effect."
"Miss."
"OMG miss."
"Fine, I cast magic missile!" *rolls 1d4+1 = 2* DAMMIT!
"Miss."
"...Maybe we can just reason with them?"

Silver Crusade

LittleMissNaga wrote:
PCScipio wrote:
The final encounter of the Jade Regent AP. I don't remember how many rounds, but about 3 x 3 hour sessions.

Ooh, that one stretched on forever here too.

It went by pretty rapid fire for us, at least, but we had at least 3 dozen straight rounds of "He made his saving throw again" and "Nope, that still doesn't hit his AC" before the tide finally turned.

It was so bad that a min/level spell the PCs had trapped a different enemy with elsewhere in the dungeon actually expired mid-fight, and said enemy had enough time to head up to where the final battle was taking place and join in.

In our case, once the BBEG was defeated, one of the PCs (who turned out to be evil) tried to seize the throne for himself, so that stretched things out.

We also had a large party, so the GM made appropriate adjustments.

Silver Crusade

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Slim Jim wrote:

Ah, you lucky guy. The Bill Dixon games really were the cream back then. (House rule: kite the $20 = extra yellow tile building rule (from 1861 Russia) for 1856. Widens out the map considerably, but oh, if you thought company treasuries were bleeding before....)

Mostly playing 1822 now.

Our gaming group, which included Bill Dixon, fell in love with 1830 when it came out. He was motivated to develop a game based on Upper Canada, which became 1856. 1850, 1870 and 1832 followed in that order.


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We occasionally have fights that cross sessions. One recent one went a total of 5-8 hours over about 20 rounds. This was after a big fight the previous session. The GM later told us it was 9 encounters rolled into the last 3 sessions. The Haste spell ran out, and my performance rounds were running low, and the Blessings of Fervor was over half gone. Some rounds did not have either spell going, so that is why I know it was about 20 rounds long.

Yeah, it was fun.

/cevah


I've had one fight that lasted maybe 4 or 6 hours, involving, IIRC, a medium level party of F&D5 characters vs a horde of souped up gnolls... it started shorly after session start, andlasted nearly till session end.


We've had a couple boss battles that took most of the session or roughly four hours.

Grand Lodge

Longest fight was against an undead wizard necromancer and an undead antipaladin. Cloudkill, unique version of the contagion spell, black tentacles. Lots of complex stuff going on that had to happen mid fight in order to remove the numerous, powerful buffs the wizard had. Took about 4ish hours and about 8 or 9 rounds, if I recall.


Pathfinder Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

I recall a fight in D&D 4E that lasted about a month (4 weekly 4-hour sessions). Our GM deliberately set it up as a challenge for how long we could keep fighting when out of daily powers and healing surges. We were occasionally able to get a short rest, but never a long one.


Pathfinder Battles Case Subscriber; Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

5 hours and counting against a horde of 40 mooks and about 3 enemies that actually pose a challenge... not sure what round it is in the fight but it's been a while. Our incursion into the area was announced with plenty of time to prepare, so a bunch of people further in (that normally would be in separate rooms/separate encounters) got together to ambush us.

Party has very little AoE damage to speak of, which is making this more of a slog than it otherwise would have been.


Mmm... like, ten hours across three or four sessions, I think it was, playing 5E? Baphomet had possessed the young lord of a city, and that was the capstone to a ton of boss-style fights. There were a few encounters all in a row right there.

...

I got about half a level from the whole thing thanks to XP distribution from our big party. o vo;


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Warning, grognard anecdote:

Back in the 1E AD&D days in the late 1980s we regularly ran 200+ rounds fights with a party of 13-14 players + several followers and henchmen.

When your initiative was up, you were supposed to already have picked your target(s), have rolled both to-hit and damage in advance, and be ready to just present the finished numbers to the GM.

With quick rounds, it was worth it to e.g. take 3-4 rounds to circle around to attack the enemy in the back (remember, in 1E AD&D facing mattered).

Also, my GM was an avid wargamer, and he thought it unrealistic to have unlimited amounts of high-level opponents available, so we tended to meet larger and larger armies of low-level opponents. (He had a box of 37 numbered and painted goblins, and encounters tended to be measured in how many times this box was re-used. Such as "this is a ten-box encounter".)

On the other hand, as he was a wargamer, the enemy tended to have pre-defined lines of communication, alert levels, troops in reserve, and reinforcement routes.

Together with the large number of combattants on both sides this meant that genuine military tactics worked: Concentration of fire, rolling up the flank, cutting lines of communications, blocking reinforcements, etc. Quite different from "tactics" in the "pick power A to counter power B" sense. More like AD&D Squad Leader.

Especially rogues had the important job of cutting communications, whether it was taking out couriers or physically cutting threads connected to signal bells, thus preventing the enemy from calling in reinforcements.

All of this meant that entire dungeon complexes tended to turn into a single encounter - and thus we had 200+ round encounters.

Scarab Sages

Pathfinder Roleplaying Game Subscriber

I've had a few fights last an entire 4-hour session, a notable one was the party defending a castle in ((CG Plane)) from a Keketar's army of proteans. 5 PC's + 2 cohorts + 4 allies vs about 2 dozen +/- 1 APL enemies, plus boss Keketar. Took probably 4-5 minutes of game time.

Another long round (but not time) fight was against the Ossumentals at the end of Mummy's Mask 5, the fight itself is timed to be over a few minutes, some of which we fast forwarded through as the one ranged character shot and monsters moved closer.


Pathfinder Adventure Path Subscriber

Okay Mats wins it for me.

I double checked old adventure notes; that 6 hour final boss battle had a 1rd per level prayer actually run out-for a level 20PC- but Mat's story sounds way cooler.


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We’re not counting PBP, right? Because I’ve had combats last on the order of months for some of my slower-posting games.

Shadow Lodge

I didn't count the rounds, but one fight took two days to finish, and that's after two PCs were killed off early on.


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In rounds and only counting nonstop action a recent swarm battle should be pretty high up. A level 1 player without any meaningful bonus to attack used a torch to fight a cockroach swarm. In a swarmsuit and with a healer nearby to fix any damage the swarms 1d6 would sneak past the 5/- reduction.

We made a couple rolls and then just agreed to extrapolate from there, so thankfully it didn't take that much real life time, but technically they were trying to kill each other for 30+ rounds, before the party was finally victorious.


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Reminds me of the time our party got hit be a confusion spell. My witch cohort and another's wizard cohort got confuse locked to each other. Neither hit often or hard, so it went on quite a while.

/cevah


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Today I had both the shortest fight and the longest fight I've ever had. Though technically, I wasn't in the long fight.

A few days ago (game time), we found out about a plot of some evil dragons to sneak into the city sewers and plant bombs. There were 7 dragons in all and were entering the sewers in 3 groups. So we brought in every character we had played that wasn't dead and split them up into groups to go after the dragons. A couple of us had gotten tired of playing a character and 'retired' them and one guy had several plot-relevant characters that he would switch in and out between adventures, so we had a nice little group. Only 3 of us had just one character to play, including me.

My character ended up in the wrong group. We were supposed to take on 3 dragons at once and we had all buffed up right before the dragons got there because we were expecting it to take at least 6 rounds. Then the druid and wizard both zapped and killed all 3 of them in just one round. I didn't get a chance to do anything. XP

The second group had 2 characters that were specifically built to kill dragons at range and one backup melee guy. They also fought 3 dragons. That fight lasted 2 rounds.

Then that last fight... a necromancer and fighter against one dragon. It took 2 hours! In real life time! They had buffs from spells and feats that prevented the dragon from hurting them, but they couldn't hurt the dragon either! The necromancer only had Fort save spells, which the dragon kept beating, and the dragon couldn't get past the fighter's defenses. Or even move past the fighter to get at the necromancer. And even when the fighter's attacks landed, they didn't do enough damage to get past the dragon's DR. It took forever.

It got to the point where we were going 'Ok, even in game-time, this is taking too long. One of our multiple other characters should probably go looking for them and help out.'

The fight only ended because the dragon FINALLY rolled a Nat One on a save and got polymorphed into a rabbit. We all agreed that the necromancer and fighter should never be paired up alone ever again for a fight.


I dont know about longest fights but longest time between turns was easily shadow run where my shaman would have to wait until everyone's cybered up reflexes and multiple turns were done.

One turn once took 45 min and when it was my turn, I couldn't even act.


I recently experienced my longest PFS battle in a little over 2 years of play. We had reached the final encounter map, and the big boss appeared while we were still dealing with her guard animals. Within a couple rounds, a lucky crit had one of the martial PCs down, and the second one was in bad shape. The other three of us couldn't move to help without getting pasted ourselves. We were staring a TPK in the face--and then the bard started burning through the handful of charges in his invisibility wand to buy time to lead the bad guys away then double back, and alternately conceal and heal the other PCs. Miraculously, everyone survived, but it took TWO HOURS to play out those handful of minutes of game time between realizing we had no way to win and having everyone safely out. During which the bard was pretty much the only PC who could do more than hide and/or bleed.

I would have gladly conceded defeat and lost my character rather than go through those hellish last couple hours of that session. But my kids were playing, and they had been through an *actual* TPK (with a different GM and different PCs) just a couple weeks before. (One barely had enough PP to get recovered and raised. The other was the sole survivor, which was just as traumatic.) This second scenario was lower level, so raise dead was out of the question. I'm glad we all survived, because it means my kids are still excited to play PFS with us, but ----------, that was a rough night all around.


Probably 15-20 rounds or so a couple campaigns ago. It was just a Summoning ooze against level.. 3(?) players, perched on a ledge. Between failing climb checks, figuring out what was going on (they couldn't see it, just flashes of light and skeletons appearing), fighting the skeletons, and the ooze Fast-Healing they eventually got it and then it got back up (hilariously.) They pounded that body into nothing after it knocked out that time.

______________
I too am happy to "call it" in the player's favor if the choices remaining and the affects of it are going to be unnoticable. If someone, however, is going to spend spells/rage/abilities, take ability damage, or they'll be coming back through the area I'll probably play it out.

A recent one was some Darkmantles and they lack Darkvision; between them casting sleep but also being utterly unable to hit the darkmantles very well (50% miss) they finally ran off. Every time since then they just try and sleep Darkmantles and scurry through to avoid them; not because they're scary, but because they are obnoxious.

That encounter may have lasted like 10+ rounds before they ran off. I think the players took like 3 damage (they DMs missed their grapples and attacks) and the players may have dealt like.. 12-15 damage


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My PF battles have never lasted long. Mostly the groups I play with a very efficient.

I had a 3.5 epic encounter that I was in. I forget the exact length of the encounter but I do recall that one round took and hour.

One AD&D game I was in had a weird moment. A one on one battle took longer longer than it should have because for 5 minutes neither myself or the GM could roll anything higher than a 3.


On the other end of the spectrum, Mats Öhrman (above) once met Lord Kargoth the Destroyer (the archetypal first ever death knight of the Greyhawk setting) in the Savage Tide adventure path. Something like 400 hp, IIR. Two critical hits with Heal spells later from Mats' sprite PC (one of them quickened), the fight ended. Lord Kargoth the Destroyer never got to act, nor did any of the other heroes.

When the dice are nice...

Silver Crusade

Pathfinder Adventure Path Subscriber; Pathfinder Comics Subscriber

Final battle of Legacy of Fire took us roughly 4 hours in real time, and was probably 14 odd rounds of in-game time. There might have been a half-hour lunch break somewhere in there.

The GM did beef it up somewhat, because we had 6 PCs, and 3 NPC allies, plus a whole bucketload of Summoned Monsters on both sides.


Yqatuba wrote:
related question. If a fight is going on forever even when it's all but certain the PCs will win do you ever just "call" it, so to speak?

This happened a lot in 4E. Every fight began with people using all encounter powers and maybe a daily. Then we were down to at-will powers, which pretty much sucked, so damage shrank considerably. By this time about half of the monsters were dead, generally including any bosses. Cleaning up the remaining 50% could take more time than the first half, because at-wills were so weak. There was never any doubt of the outcome, so after a while we drew the curtains at this point and just declared it a win, or had the monsters run.


I ran an encounter in Mummy's Mask that I changed to be a 5-minute area denial encounter versus an endlessly spawning horde of undead. That's 5 minutes in-world, so 50 rounds of holding the line to win the day.

It took around 6 full sessions of gameplay to get through it. So at about 3-4 hours of actual play per session, it would have taken almost an entire calendar day if it was played straight through. With our once-a-week play frequency, it took more than a month of calendar time before the encounter was complete.

It was awesome and different, but not something I would do a lot of. It's a heck of a challenge to hold out for that long, even for high-level characters.

I didn't want to include spoilers in this post, but I reported on what I did and where and how in this thread for the curious who aren't worried about spoilers.

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