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8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="Blackbrrd" data-source="post: 6118545" data-attributes="member: 63962"><p>Well, the point of the cheat sheet is to have a single piece of paper that you use in combat. (I am missing hp/healing surge value/#healing surges, stat modifiers and skills). My current group is using cards, but there are usually too many to have them all in front of you, so they make stacks. When it's their turn, they start shifting through the stacks and when you add the item powers, you get a lot of cards. Classifying the powers on the cheat sheet into action type and just color coding the type of power is another option. Part of the point with the cheat sheet is that it abbreviates the information. The default power cards are usually quite verbose.</p><p></p><p><strong><u>Cheat sheet, mark 2:</u></strong></p><p></p><p>60hp, 15 healing surge value, 7 healing surges</p><p></p><p><strong><u>Standard</u></strong></p><p><span style="color: #008000"><strong>Magic Missile</strong></span> 20 range 9 damage auto-hit</p><p><span style="color: #008000"><strong>Scorching Burs</strong>t</span> 10 range, burst 1, +14vs will, 1d6+9 dmg</p><p><span style="color: #008000"><strong>Arc Lightning</strong></span> 10 range, two targets +13 vs ref, 1d6+8 dmg</p><p><span style="color: #ff0000"><strong>Glorious Presence</strong></span> Close burst 2 enemy, +13 vs will, 2d6+8 dmg, push 1sq, +1 tmp hp.</p><p><span style="color: #ff0000"><strong>Fire Shroud</strong></span> Close burst 3 enemy, +14 vs ref, 1d8+9 ongoing 5 save</p><p><span style="color: #ff0000"><strong>Lightning Bolt</strong></span> 3 enemy 10 range +13 vs ref, 2d6+8 dmg/miss half</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><p></p><p><strong><u>Minor</u></strong></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>Free</strong></u></p><p><span style="color: #ff0000"><strong>Infernal Wrath</strong></span> reaction to being hit, 1d6+6 damage</p><p></p><p><strong><u>Interrupt</u></strong></p><p><span style="color: #ff0000"><strong>Shield </strong></span>interrupt to being hit +4ac/ref until next round</p><p></p><p><u><strong>Other</strong></u></p><p>Enlarge spell +1 size -2dmg/dice</p><p>7 damage reduction fire</p><p>reroll 1 on a damage dice</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6118545, member: 63962"] Well, the point of the cheat sheet is to have a single piece of paper that you use in combat. (I am missing hp/healing surge value/#healing surges, stat modifiers and skills). My current group is using cards, but there are usually too many to have them all in front of you, so they make stacks. When it's their turn, they start shifting through the stacks and when you add the item powers, you get a lot of cards. Classifying the powers on the cheat sheet into action type and just color coding the type of power is another option. Part of the point with the cheat sheet is that it abbreviates the information. The default power cards are usually quite verbose. [B][U]Cheat sheet, mark 2:[/U][/B] 60hp, 15 healing surge value, 7 healing surges [B][U]Standard[/U][/B] [COLOR=#008000][B]Magic Missile[/B][/COLOR] 20 range 9 damage auto-hit [COLOR=#008000][B]Scorching Burs[/B]t[/COLOR] 10 range, burst 1, +14vs will, 1d6+9 dmg [COLOR=#008000][B]Arc Lightning[/B][/COLOR] 10 range, two targets +13 vs ref, 1d6+8 dmg [COLOR=#ff0000][B]Glorious Presence[/B][/COLOR] Close burst 2 enemy, +13 vs will, 2d6+8 dmg, push 1sq, +1 tmp hp. [COLOR=#ff0000][B]Fire Shroud[/B][/COLOR] Close burst 3 enemy, +14 vs ref, 1d8+9 ongoing 5 save [COLOR=#ff0000][B]Lightning Bolt[/B][/COLOR] 3 enemy 10 range +13 vs ref, 2d6+8 dmg/miss half [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. [B][U]Minor[/U][/B] [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]Free[/B][/U] [COLOR=#ff0000][B]Infernal Wrath[/B][/COLOR] reaction to being hit, 1d6+6 damage [B][U]Interrupt[/U][/B] [COLOR=#ff0000][B]Shield [/B][/COLOR]interrupt to being hit +4ac/ref until next round [U][B]Other[/B][/U] Enlarge spell +1 size -2dmg/dice 7 damage reduction fire reroll 1 on a damage dice [/QUOTE]
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8 minutes/turn - is that very slow? slow? average?
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