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8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="sabrinathecat" data-source="post: 6118528" data-attributes="member: 89838"><p>Here's my list:</p><p>1 have all the powers written down on note cards (this is the player's job), with all modifiers, stats, and foreseeable factors written down in a nice, clean, clear chart.</p><p>"I'm using Tumbling Bolestra, which is base +8, but I have CA from flank for +2, and Astral seal lowered his defenses by 2. 12 on the die hits AC22, so if the monster's base AC was 24 or lower, that hit. Damage is 2D8+5, plus 2d8 sneak attack. total 27 damage, and dazed. I step over here so _____ has a flank in case the creature has superior will and saves during his turn."</p><p>Some turns take longer. They just do. Had a lovely power last night that took 4 minutes because of the situation. Hit rolls were easy, (esp when I didn't roll below 17 with a cburst 5 power). Effect was that everyone I hit had to make a basic melee against another monster(one of their allies) or take damage. (Warlocks are fun!) Since some of the monsters didn't have reach, and others did, this made for a nice big mess.</p><p></p><p>Back to the list:</p><p>Create an accountant: Have one of the players keeping track of damage to monsters. This is a good way to keep someone involved who is starting to drift away. Which monster has what damage and which conditions is nearly a full-time job. If the DM is trying to do that AND run the fight, it can really slow things down. There are lots of companies that make chips and counters and whatnot, but small scraps of paper work too.</p><p></p><p>If there's a rules question, make a ruling and move on. You can always look it up and/or apologize later.</p><p></p><p>Players should be paying attention to what is going on and plan ahead. Sometimes one player's power, or the monster's move, can completely botch those plans. And contingencies can be hard to plan for.</p><p></p><p>Plastic sleeves and wet-erase markers can be very helpful for character sheets. Just remember to ban sharpies from the table. (good idea anyway)</p><p></p><p>Leader healing can be calculated during the next player's turn (unless is is bringing said player back from 0). So, the leader A makes his attack and moves, and says "I use ____ word on B", he can then go talk to B while C takes his/her turn. If B goes next, well, that's another matter. Actually, even then it can wait until the end of B's turn--it is enough to know that you have more HP, or that you will be regaining consciousness.</p><p></p><p>Interrupts and reaction powers do sometimes slow things down. They just do. Don't like it? Ban Rangers, Barbarians, Bards, Swordmages, and Combat Superiority fighters. Otherwise, it is going to happen.</p><p></p><p>By the by, if you think 8 minutes was bad, we used to have two players who routinely took 15 minutes each. Their departure from the group was met with mild celebration.</p><p></p><p>"Speed Chess: The ONLY game of skill in Space City"</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6118528, member: 89838"] Here's my list: 1 have all the powers written down on note cards (this is the player's job), with all modifiers, stats, and foreseeable factors written down in a nice, clean, clear chart. "I'm using Tumbling Bolestra, which is base +8, but I have CA from flank for +2, and Astral seal lowered his defenses by 2. 12 on the die hits AC22, so if the monster's base AC was 24 or lower, that hit. Damage is 2D8+5, plus 2d8 sneak attack. total 27 damage, and dazed. I step over here so _____ has a flank in case the creature has superior will and saves during his turn." Some turns take longer. They just do. Had a lovely power last night that took 4 minutes because of the situation. Hit rolls were easy, (esp when I didn't roll below 17 with a cburst 5 power). Effect was that everyone I hit had to make a basic melee against another monster(one of their allies) or take damage. (Warlocks are fun!) Since some of the monsters didn't have reach, and others did, this made for a nice big mess. Back to the list: Create an accountant: Have one of the players keeping track of damage to monsters. This is a good way to keep someone involved who is starting to drift away. Which monster has what damage and which conditions is nearly a full-time job. If the DM is trying to do that AND run the fight, it can really slow things down. There are lots of companies that make chips and counters and whatnot, but small scraps of paper work too. If there's a rules question, make a ruling and move on. You can always look it up and/or apologize later. Players should be paying attention to what is going on and plan ahead. Sometimes one player's power, or the monster's move, can completely botch those plans. And contingencies can be hard to plan for. Plastic sleeves and wet-erase markers can be very helpful for character sheets. Just remember to ban sharpies from the table. (good idea anyway) Leader healing can be calculated during the next player's turn (unless is is bringing said player back from 0). So, the leader A makes his attack and moves, and says "I use ____ word on B", he can then go talk to B while C takes his/her turn. If B goes next, well, that's another matter. Actually, even then it can wait until the end of B's turn--it is enough to know that you have more HP, or that you will be regaining consciousness. Interrupts and reaction powers do sometimes slow things down. They just do. Don't like it? Ban Rangers, Barbarians, Bards, Swordmages, and Combat Superiority fighters. Otherwise, it is going to happen. By the by, if you think 8 minutes was bad, we used to have two players who routinely took 15 minutes each. Their departure from the group was met with mild celebration. "Speed Chess: The ONLY game of skill in Space City" [/QUOTE]
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