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<blockquote data-quote="Robtheman" data-source="post: 5443771" data-attributes="member: 89625"><p>I appreciate the techniques you are suggesting for stream lining combat. I can say with reasonable certainty that the party is moving as quickly as they can with the exception of one player who simply cannot make his mind up before his turn. It's part of who he is and I have to accept it. Using Masterplan; have a dozen encounters available at any time to meet their possible choices and use the Obsidian system for Skill Challenges.</p><p></p><p>I think I'll start hand waving the last round or two of combat more often. Also, +50 damage and -50% hps needs to happen at the table more often. I think I'll add a mechanical element to a certain class of bad guys. Perhaps the baddies are given stimulants, etc..</p><p></p><p>The bent of question 4 had more to do with planning encounters with fewer specifics so they can be quickly adapted to be a skill challenge, tactical combat, or something in between. The thought that spawned this had less to do with the amount of time we have, and more to do with reading the mood of the table and giving them what they want.</p><p></p><p>How have attempts to "wing it" gone for you? </p><p></p><p>Refining the question in 3. Some days I'd like to avoid setting out tiles or sketching in a map for fights. I read an interesting approach somewhere (here?) that used new mechanics for not-quite-mass combat (bar fights, etc.). Perhaps the answer is something along the lines of the Path of 1,000 Pecking Pigeons. Thoughts? Seems like the answer will revolve around having the PCs paint the picture, more than the DM.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5443771, member: 89625"] I appreciate the techniques you are suggesting for stream lining combat. I can say with reasonable certainty that the party is moving as quickly as they can with the exception of one player who simply cannot make his mind up before his turn. It's part of who he is and I have to accept it. Using Masterplan; have a dozen encounters available at any time to meet their possible choices and use the Obsidian system for Skill Challenges. I think I'll start hand waving the last round or two of combat more often. Also, +50 damage and -50% hps needs to happen at the table more often. I think I'll add a mechanical element to a certain class of bad guys. Perhaps the baddies are given stimulants, etc.. The bent of question 4 had more to do with planning encounters with fewer specifics so they can be quickly adapted to be a skill challenge, tactical combat, or something in between. The thought that spawned this had less to do with the amount of time we have, and more to do with reading the mood of the table and giving them what they want. How have attempts to "wing it" gone for you? Refining the question in 3. Some days I'd like to avoid setting out tiles or sketching in a map for fights. I read an interesting approach somewhere (here?) that used new mechanics for not-quite-mass combat (bar fights, etc.). Perhaps the answer is something along the lines of the Path of 1,000 Pecking Pigeons. Thoughts? Seems like the answer will revolve around having the PCs paint the picture, more than the DM. [/QUOTE]
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