| Post/Author/DateTime | Post |
|---|---|
| #1michaelarickJan 05, 2010 16:59:19 | Hey All: I've been hearing a lot of different things regarding the length of the Paragon mods. In my community, we don't even try to run Paragon mods within our usual 4 hour time slots, but schedule 6 hour slots to fit them in. I was wondering what the rest of the world was like: Can most Paragon mods be run in 4 hour timeslots? If they are taking longer, what is the reason for that? More roleplaying? Longer fights? Less familiarity with the powers? Thanks, Marick |
| #2elder_basiliskJan 05, 2010 21:14:22 | That's the way things are in the San Francisco bay area. As for the reason, it's longer fights. If anything, there is less role-playing (less time for it). Less familiarity with characters and powers contributes to the length of the fights, but mostly it's just longer fights: monsters with big bags of hit points that take a long time to pound through and often take several rounds for melee characters just to reach--if they are ever in a position to attack them and aren't stunned, dominated, restrained, dazed, or immobilized out of reach. |
| #3leebenningfieldJan 05, 2010 22:47:27 | I think I've only seen one P1 mod out of the 8 I've played go over 4 hours. DALE1-6, which has a LOT of role-playing encounters. I think most of the rest have taken between 3 and 4 hours, without trying to rush things too much. |
| #4tirianmalJan 06, 2010 9:56:03 | Some of the P1s can run long, sure, but we manage to fit them into our 4 hour slots. Now, we have some wiggle room here so we can go 5 hours sometimes, but we have run Paragon mods without fear at our local game night. And will probably continue to do so. |
| #5dkay807Jan 06, 2010 10:24:11 | Some of the P1s can run long, sure, but we manage to fit them into our 4 hour slots. Now, we have some wiggle room here so we can go 5 hours sometimes, but we have run Paragon mods without fear at our local game night. And will probably continue to do so. One thing to consider: the level of optimization amongst most or all of the PCs that play paragon at our local game night is quite high. This might be why we often finish in under 4 hours. Also, if you look at some of the longer-running P1 modules, such as CORE1-14 and SPEC1-3 P1, I am the only person who has judged them... and I'm a very quick judge (I'm not saying I'm a good judge - I'm saying that I'm a quick judge... I don't dally during combat). Just playing devil's advocate here... |
| #6KeithricJan 06, 2010 10:25:51 | They've all completed in 4 hours for me, except SPEC1-3 which was still under 5 hours (and had a 5 hour slot assigned for it) That said, some friends of mine ran very long (like, had to be called without finishing cause they only had a 5 hour slot) when trying to play up at 11 on two modules and I think ran an hour or so long on CORE1-14. |
| #7tirianmalJan 06, 2010 14:12:57 | -All- mods -can- run long. I had SPEC 1-3 (H2) run way over 5 hours two nights back and didn't finish. (sorry, guys) So, yes, mods can run long, paragon mods can run long, and some players and GMs can make mods (paragon and not) run long. Sorry ... what was the question again? |
| #8gomeztooJan 06, 2010 14:30:31 | Anything I run runs long, unless you eliminate any RP, such as at the Dungeon Delve. Gomez |
| #9UthracJan 06, 2010 15:20:59 | Variables: Roleplaying. Huge variable. The DM needs to keep pacing and time constraints in mind when time is a factor. Check with the players. I recently ran one mod at a con where I asked the players "So, there's a puzzle for you to figure out and at least one more combat encounter. I'll have to cut something short - which do you prefer?" Decision Points. Players have more choices at paragon, and will often have many options to choose from during combat. Just like Heroic tier, the DM needs to give a reasonable amount of time to make a decision, but keep things moving. Allowing players "full time" to carefully consider all of their options will push you up against a time limit. |
| #10elder_basiliskJan 06, 2010 15:27:42 | One other important variable: basic math. Most players can add up d20+10 pretty quickly and 1d10+6 pretty quickly too. On the other hand, a lot of players seem to have trouble with d20+17 (especially if there are 2 rounds where leader buffs may be applicable) and 2d10+3d8+15 also seems to take a lot longer for players to add up (again, doubly so if there is a leader buff to damage). Where I live, one local player had to write a computer program to be able to handle his paragon rogue's attacks in a timely manner. |
| #11HerrbardJan 06, 2010 15:58:55 | Paragon mods can run long, but the biggest variable is still players. My number one gripe is: pay attention to the situation, and know what you are doing when your turn comes up. I regularly see some of the locals who I consider very good D&D players (good builds, know what their characters role is, solid damage output, etc.) take forever because they don't decide what to do until their turn comes around. This is not paragon specific, but it is certainly magnified when presented with new powers, paragon paths, and other options. Oh, and this is happening with level 12 and 13 PCs, so they have been playing them for a few mods. ![]() |
| #12KeithricJan 06, 2010 16:21:57 | Actually, I should clarify - we did run long on one paragon mod. But we also stated we were running long from the start. And spent a bit RPing. And a bit just chatting about random stuff. And then the module had some problems. And two solos. But we were never actually even trying to do a four hour slot, so I didn't even think about it. I have very much seen players who need to add up from scratch how much damage they do every time. That seems a bit silly ;) Though it is also amusing to see the +/-2 delta from the previous math each time (I assume remembering or not remembering certain things) |
| #13amysrevengeJan 06, 2010 16:41:03 | I have very much seen players who need to add up from scratch how much damage they do every time. Just reading this makes my face start to twitch... |
| #14grandpoobahJan 06, 2010 17:58:00 | Long post (sorry) |
| #15ughmanJan 06, 2010 20:26:05 |
Yeah but that's a good post, you hit the majority of issues, and there's some good advice. I got one more reason for slow-down: (one of my growing pet peeves)- When people interrupt someone who's going to chide them for taking a long time on their turn- as this ALWAYS makes the turn take longer. (Person feels they need to defend themself, then the accuser needs to explain why they think the person is taking to long, etc). |
| #16ibixatJan 07, 2010 0:02:46 | One other important variable: basic math. Writing down your damage for when you crit is a good idea from my view. Why spend every time you crit saying ok 2d10 20 plus 3d8 24 plus 15, so 59 plus 3d8 and oh yeah it's high crit so 2d10 more.... simply write on the power list critical 59+3d8+2d10. It's easier to add those leader powers in if you already know your base damage values instead of adding them up each time. The biggest pet peeve I have is people who for some reason just don't have the right dice. Like they crit and don't have any of the crit dice available or out. Or they have one of each and no more than that but have a level 13 character. I'm a strong believer of having at least 1 of each die out, and enough of each type that you can roll in one roll anything you need to do. If you're a rogue using a d8 weapon and sneak attack is 3d8, please have at least 4d8 or more available, waiting for you to roll the same one 4 times adds up. If I have a 5w attack I make sure I have 5 of them out. if my crit dice is 3d8+4d6+1d10+2d4 (which it is on my rogue lol) I make sure I have a set of those lying out and ready. Horrible math and not enough dice is often a bad combination that results in a lot of waiting. |
| #17amysrevengeJan 07, 2010 0:09:20 | The biggest pet peeve I have is people who for some reason just don't have the right dice. Like they crit and don't have any of the crit dice available or out. The worst part of it is, people like you and me would probably be able to handle it fine even if we didn't have our crit damage pre-worked and all the right dice on the table - it's the people who really need it that don't do it. |
| #18Madfox11Jan 07, 2010 2:53:39 | Paragon mods can run long, but the biggest variable is still players. My number one gripe is: pay attention to the situation, and know what you are doing when your turn comes up. I regularly see some of the locals who I consider very good D&D players (good builds, know what their characters role is, solid damage output, etc.) take forever because they don't decide what to do until their turn comes around. This is not paragon specific, but it is certainly magnified when presented with new powers, paragon paths, and other options. In my experience one group of people who create highly effective characters do so because they love to sort through all the options and pick the best ones. These same people do the same when in a fight, especially if it proves to be a hard fight, and hence can be quite slow. For a combat to run fast, you either need a very intuitive sense of tactics, or be willing to accept the fact that you might not pick the best option. A friend of mine falls in this group, and he knows all the tricks to speed up combat. It is just that he has difficulties making a decision, but usually reminding him it is a game and since he is a smart person all the options he contemplates work and none is going to be a fatal blunder ;) Hack, at times I am such a player and DM and I need to remind myself that it is OK to make a minor mistake or two ;) |
| #19ibixatJan 07, 2010 3:43:38 | Paragon mods can run long, but the biggest variable is still players. My number one gripe is: pay attention to the situation, and know what you are doing when your turn comes up. I regularly see some of the locals who I consider very good D&D players (good builds, know what their characters role is, solid damage output, etc.) take forever because they don't decide what to do until their turn comes around. This is not paragon specific, but it is certainly magnified when presented with new powers, paragon paths, and other options. Doh, don't tell them how slow I am! |
| #20dkay807Jan 07, 2010 9:18:56 | Yeah but that's a good post, you hit the majority of issues, and there's some good advice. This does happen sometimes. Oftentimes, however, it serves as a reminder for people that don't realize how long their turn is taking. When people know their turn is going to be cut off after 1 minute, they tend to speed things up. In fact, debilitating conditions such as daze/stun/dominate/etc. become more debilitating when people take long turns and combat rounds last forever, and become less debilitating and more fun when people take quick turns and combat rounds go by more quickly. |
| #21tirianmalJan 07, 2010 13:10:40 | When people interrupt someone who's going to chide them for taking a long time on their turn- as this ALWAYS makes the turn take longer. (Person feels they need to defend themself, then the accuser needs to explain why they think the person is taking to long, etc). If the person starts their turn with "where are we again?" I will gladly start in on the "what's taking so long is you not paying attention ..." On the flip side, there is a lot of stuff that can happen in a round, so I don't always fault folks for not knowing what is going on. Still, there's a couple of players out there ... |
| #22OreJan 07, 2010 14:05:49 | Hehe, I haven't done this in organized play but my last group knew better than to ask,"What is going on?" They could ask specific questions but if the player wasn't paying attention (without good reason) then I would assume the character was out of it as well. Overcome by the tide of battle, rattled by a recent hit or downright confused by the chaos around them. I declare the character is dazed. Only having one action for a turn motivates a player to pay attention the next time around. |
| #23matteblackJan 08, 2010 10:06:25 | Some builds and powers are just going to be slow. Area effects generally have alot more targets and can dramatically change the fight right before somone who may have pre-figured their next turn. They also are alot more likely to set up a zone that might need to be noted on the board, and include multiple rolls for saves, secondary effects and damage dealing phases on other player's turns. As the levels go up, the areas generally grow and there are more and more after effects. In short, rolls take time . So, casting some sort of persistent zone is often like adding another character into the order based on time taken and rolls made. I become frustrated by players who have to make the optimal move and consider all options (or at least several of them) once it is there turn. However, there is a sizable portion of the playerbase who play largely for that strategic aspect. I think alnog side playing with optimized characters and reward cards, taking long overconsidered turns is another one of those things that should preclude a player from complaining about mods being too easy. "Of course they are, you are overthinking them!" My bigger pet peeve is "overdeclaring" your turns. Py paragon level, I should assume players have the basic concepts down and we should be able to trust the bonuses applied. Formally stating all of it just takes time. In my mind, all you really need to do is state the resources you have used (in-game description optional depending on play group) roll the die and state the result. I'd much rather leave it to the DM to ask if he or she thinks it sounds a bit fishy than go through every step and potentially open rules discussions and "advising" with other players. Not only does it speed up play but, avoids interplayer conflict and I believe even might support story immersion a bit better by keeping the rules a bit more in the background. |