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8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="Blackbrrd" data-source="post: 6118033" data-attributes="member: 63962"><p>What I have done and what I plan to do next time I DM:</p><p>Firstly, I want to try a initiative tracker that is visible to both me and the players. Probably some stiff cardboard figures or something. </p><p></p><p>When it's somebody's turn I will tell that player he is up, and say who's next. If the first player hasn't declared his action within 10-20 seconds I will jump to the next player - or monster. I will continue down the initiative order until the slow players declares what he wants to do. To start with, I won't change the initiative order, it isn't meant as any punishment, but just a way to speed up the game.</p><p></p><p>Maybe you should make your players create a cheat-sheet for their character? The character sheet from the character generator will fast become 5 pages long. A typical cheat sheet could have a line for each power with to-hit, vs defense, damage and a note so you remember special effects and such. </p><p></p><p>Cheat sheet example for my current character:</p><p><u><strong>At-will</strong></u></p><p><strong>Magic Missile</strong> 20 range 9 damage auto-hit</p><p><strong>Scorching Burs</strong>t 10 range, burst 1, +14vs will, 1d6+9 dmg</p><p><strong>Arc Lightning</strong> 10 range, two targets +13 vs ref, 1d6+8 dmg</p><p></p><p><strong><u>Encounter (utility)</u></strong></p><p><strong>Shield </strong>interrupt +4ac/ref until next round</p><p><strong>Infernal Wrath</strong> free reaction to being hit, 1d6+6 damage</p><p></p><p><u><strong>Encounter</strong></u></p><p><strong>Glorious Presence</strong> Close burst 2 enemy, +13 vs will, 2d6+8 dmg, push 1sq, +1 tmp hp.</p><p><strong>Fire Shroud</strong> Close burst 3 enemy, +14 vs ref, 1d8+9 ongoing 5 save</p><p><strong>Lightning Bolt</strong> 3 enemy 10 range +13 vs ref, 2d6+8 dmg/miss half</p><p></p><p><u><strong>Daily (utility)</strong></u></p><p><strong>Summon Iron Cohort</strong> minor burst 2, same defences (AC+2), bloodied hp, interrupt range/melee and take the damage if hit</p><p><strong>Healing word </strong>minor burst 5, healing surge+2d6</p><p></p><p><u><strong>Daily</strong></u></p><p><strong>Fountain of Flame </strong>10 range burst 1 enemy, +14 vs ref, 3d8+9dmg/half, zone 5 damage enter/end.</p><p><strong>Stinking cloud</strong> 20 range, burst 2, +13 vs fort, 1d10+8 dmg. Zone (sustain minor) 11dmg enter/start full concealment -5, edges partial concealment -2.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6118033, member: 63962"] What I have done and what I plan to do next time I DM: Firstly, I want to try a initiative tracker that is visible to both me and the players. Probably some stiff cardboard figures or something. When it's somebody's turn I will tell that player he is up, and say who's next. If the first player hasn't declared his action within 10-20 seconds I will jump to the next player - or monster. I will continue down the initiative order until the slow players declares what he wants to do. To start with, I won't change the initiative order, it isn't meant as any punishment, but just a way to speed up the game. Maybe you should make your players create a cheat-sheet for their character? The character sheet from the character generator will fast become 5 pages long. A typical cheat sheet could have a line for each power with to-hit, vs defense, damage and a note so you remember special effects and such. Cheat sheet example for my current character: [U][B]At-will[/B][/U] [B]Magic Missile[/B] 20 range 9 damage auto-hit [B]Scorching Burs[/B]t 10 range, burst 1, +14vs will, 1d6+9 dmg [B]Arc Lightning[/B] 10 range, two targets +13 vs ref, 1d6+8 dmg [B][U]Encounter (utility)[/U][/B] [B]Shield [/B]interrupt +4ac/ref until next round [B]Infernal Wrath[/B] free reaction to being hit, 1d6+6 damage [U][B]Encounter[/B][/U] [B]Glorious Presence[/B] Close burst 2 enemy, +13 vs will, 2d6+8 dmg, push 1sq, +1 tmp hp. [B]Fire Shroud[/B] Close burst 3 enemy, +14 vs ref, 1d8+9 ongoing 5 save [B]Lightning Bolt[/B] 3 enemy 10 range +13 vs ref, 2d6+8 dmg/miss half [U][B]Daily (utility)[/B][/U] [B]Summon Iron Cohort[/B] minor burst 2, same defences (AC+2), bloodied hp, interrupt range/melee and take the damage if hit [B]Healing word [/B]minor burst 5, healing surge+2d6 [U][B]Daily[/B][/U] [B]Fountain of Flame [/B]10 range burst 1 enemy, +14 vs ref, 3d8+9dmg/half, zone 5 damage enter/end. [B]Stinking cloud[/B] 20 range, burst 2, +13 vs fort, 1d10+8 dmg. Zone (sustain minor) 11dmg enter/start full concealment -5, edges partial concealment -2. [/QUOTE]
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