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<blockquote data-quote="Telperion" data-source="post: 1366838" data-attributes="member: 15711"><p>Very good advice above. </p><p></p><p>I have also seen players create two kinds of sheets. The first one is for encounters that they see coming, and can prepare for. These sheets are usually covered with well thought out battle formations, buffs and just about everything that the party can throw together in 1 - 2 rounds before entering combat. My players tend to have spell-casting capacity (either trough multiclassing or prestige classes) so most of them spend the first round pulling weapons and equipment that they know they are going to need. The next one goes with a frenzied chanting of spells and activation of items. </p><p></p><p>The players have also drawn up sheets for what to do when they can't prepare for a battle. Obviously this is much harder, but they have come up with stuff that makes them a whole lot harder to kill if they can survive the Surprise Round. </p><p></p><p>I demand that players have their next action ready when their turn comes up. If not, then they stand around in a momentary shock of confusion (they don't lose Dexterity, though) and lose their actions. It's harsh, but players usually smarten up very quickly after losing one round worth of actions. While we were still playing with 3.0 rules there was the Refocus full-round action, but since that has been removed...no more of that if you can't decide what your character does when it's your turn...</p><p></p><p>I like to keep combat fairly short, because it really can take <em>hours</em> otherwise, and also because combat isn't the main focus of my campaign. With that in mind most engagements are over by round 5, one way or another.</p><ul> <li data-xf-list-type="ul">Characters win</li> <li data-xf-list-type="ul">Characters retreat and seek reinforcements</li> <li data-xf-list-type="ul">Opponents retreat and seek reinforcements</li> <li data-xf-list-type="ul">Opponents win</li> </ul><p></p><p>That's usually how it goes, and I have rarely seen any significant variation. The one thing that most players seem to forget is that a severely pressed opponent may very well surrender or flee if given half a chance. It's also why we don't have any barbarians, frenzied berserkers or that sort of people in the group. Bad for everyone, IME.</p></blockquote><p></p>
[QUOTE="Telperion, post: 1366838, member: 15711"] Very good advice above. I have also seen players create two kinds of sheets. The first one is for encounters that they see coming, and can prepare for. These sheets are usually covered with well thought out battle formations, buffs and just about everything that the party can throw together in 1 - 2 rounds before entering combat. My players tend to have spell-casting capacity (either trough multiclassing or prestige classes) so most of them spend the first round pulling weapons and equipment that they know they are going to need. The next one goes with a frenzied chanting of spells and activation of items. The players have also drawn up sheets for what to do when they can't prepare for a battle. Obviously this is much harder, but they have come up with stuff that makes them a whole lot harder to kill if they can survive the Surprise Round. I demand that players have their next action ready when their turn comes up. If not, then they stand around in a momentary shock of confusion (they don't lose Dexterity, though) and lose their actions. It's harsh, but players usually smarten up very quickly after losing one round worth of actions. While we were still playing with 3.0 rules there was the Refocus full-round action, but since that has been removed...no more of that if you can't decide what your character does when it's your turn... I like to keep combat fairly short, because it really can take [I]hours[/I] otherwise, and also because combat isn't the main focus of my campaign. With that in mind most engagements are over by round 5, one way or another. [list=a] [*]Characters win [*]Characters retreat and seek reinforcements [*]Opponents retreat and seek reinforcements [*]Opponents win [/list] That's usually how it goes, and I have rarely seen any significant variation. The one thing that most players seem to forget is that a severely pressed opponent may very well surrender or flee if given half a chance. It's also why we don't have any barbarians, frenzied berserkers or that sort of people in the group. Bad for everyone, IME. [/QUOTE]
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