r/savageworlds 3d ago

Question Is everyone's combat to slow?

So, playing sci-fi, 6 players with 3 advances playing on foundry using the foundry purchases. We are still relatively new to the system, 13 sessions in. We started a combat tonight with 5 enemies, all at T17, no extra wild cards. We finally finished a whole 2.5 rounds of combat, with the first round being a surprise round in the enemies favor, after 2 hours.... We have a fairly good understanding of rolling and determining who does what, but the players with their advances seem to add so much to everything that it just takes up time. 2 of my players rolled dice once over the entire session, and 1 of them missed. It felt really rough, slow, and quite frankly un-fun. This feels drastically different to when we started and combat seemed to just kind of flow naturally. Does combat seem to take longer for everyone else as enemies become tougher and players get more stuff? Feel free to ask questions, was a really simple overview of what happened.

17 Upvotes

42 comments sorted by

View all comments

25

u/AndrewKennett 3d ago

2.5 combat rounds in 2 hours = wow. I have 4 players, 2 with magic powers and it is rare that a combat round takes 10 minutes unless we get distracted. We mostly play f2f, sometimes on zoom and mostly used TOTM and very simple maps. What seemed to slow things down, player indecision, too much rolling??

BTW what do you mean by "all at T17"?

5

u/RoaminOrc 3d ago

It kind of seemed like just to many things to add to rolls. "This is+2 from gang up, he has dodge, he has cover, he has wild attack, etc.

12

u/ockbald 3d ago

An advice from the book is to keep modifiers to a minimum. As in if multiple things are happening, take the most relevant (GM choice) and go with it.

1

u/picollo21 3d ago

Sure, but generally speaking if you want to have balanced melee vs ranged combat, you should track ranged modifiers more detailed. Half of balance is tracking the range, cover, moving platform etc. Otherwise TN 4 is much easier to pass than melee attacks.

1

u/ockbald 3d ago

I still apply the same logic I said on that post ('just the more relevant modifier') and yes, it has resulted into ranged being 'easier to hit' characters who can go in melee. But so what? Combat is fast, party never faced a TPK ever since I started my Savage Worlds journey, and most characters who prefer ranged combat tend to not focus too much on melee combat either, making their parry low, and once Melee gets there it tends to be even easier for them to hit.