How many rounds is your average combat?

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
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Kasbak
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Re: How many rounds is your average combat?

Postby Kasbak » Fri Jan 31, 2014 2:52 pm

When looking for alternate, faster options than spellcasting, be sure to remind your casters that they have other talents and knacks available. I have picked up the Subliminal Mutterings knack for Arcane Mutterings, and now basically have the jedi mind trick - which can be EXTREMELY effective in combat if used correctly for the situation. The Nethermancer in the game I ran made huge use of Frighten to take people out of combat in one move. Dealing damage isn't the only way to beat an opponent, and most people don't enhance Social Defense, making that a widespread weakspot. You could also consider encouraging the use of Anchored Spells or possibly even Named Spells, depending on how stringent you want to be on those rules. For encouragement, I find the best way to get players to explore an option is to use it on them. These may not help speed up combat casting, but it can help keep your casters engaged until they decide to power up the big guns and fire off a spell.

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Heretikzer0
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Re: How many rounds is your average combat?

Postby Heretikzer0 » Fri Jan 31, 2014 6:31 pm

I wish I could convince my players to try spellcasters, but they just feel they are so dry and not flashy or strong until way later in advancement. I know otherwise, but they refuse to even try.
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Marceli
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Re: How many rounds is your average combat?

Postby Marceli » Wed Feb 12, 2014 4:13 am

Up to ten rounds, there is no way for longer combat due to strain cost. Usually our fighter burn half HP for strain. 6 circle

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Ryval
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Re: How many rounds is your average combat?

Postby Ryval » Fri Feb 14, 2014 5:13 pm

My games usually have combat last 4-8 rounds. 10 if it's a bad dice-night for the players. I once had a 22-round fight wherein my party was up against the Un-Namer horror from a published magazine adventure. The horror was removing talents left and right, it was fun. It was a slobber-knocker that has scarred my party ever since.

I see that the Threadweaving Talent listed (EDC & ED 3rd) says if an adept achieves an Excellent result on threadweaving to a spell pattern, they are able to weave an additional thread that round. That might be one way to speed up combat for your spellcasters, if you've not employed that mechanic.
I've house-ruled that if they achieve an Extraordinary result they can weave a number of threads in the round equal to their rank in Threadweaving. That usually speeds things up nicely. They usually burn Karma on threadweaving to get there but they don't complain about being left out.


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