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Keeping track of combat length (for posterity)
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<blockquote data-quote="blargney the second" data-source="post: 5138650" data-attributes="member: 14678"><p>For starters, we have three PCs that are heavily focused on dishing out gonzo amounts of damage (2h fighter + two rogues), and the paladin and bard are certainly no slouches either.</p><p></p><p>We have some basic strategies that we've developed. I'll frequently start off a fight by using Come and Get It to force a pile of enemies into fireball formation, which makes it easy for my party mates to use their own area attacks. It's also typically quite easy for the rogues to flank with me at that point. If they can't get CA for some reason, they'll ready an action to stab when a buddy steps into a flank.</p><p></p><p>Around the table, we're all pretty organized. The players have their attack and damage modifiers pre-calculated on their sheets, and we usually try to know what we're going to do on our turn before we go. If one of us has a good idea, we'll ask someone else to delay and get ready to use some ability. We typically go along with those ideas because it's fun. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Wik is a well-organized DM. He customizes his monsters and prints them out before each game so they're ready to go. He often draws up the maps ahead of time. When it's his turn in initiative, he knows what power each creature will use and resolves it quickly. When we ask to do something wacky, he doesn't futz around looking things up. He either knows the answers, or passes it off to a player to look it up while he keeps the action rolling.</p><p></p><p></p><p>It's like chemistry: figure out what's slowing down your reaction and find a way to speed it up!</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 5138650, member: 14678"] For starters, we have three PCs that are heavily focused on dishing out gonzo amounts of damage (2h fighter + two rogues), and the paladin and bard are certainly no slouches either. We have some basic strategies that we've developed. I'll frequently start off a fight by using Come and Get It to force a pile of enemies into fireball formation, which makes it easy for my party mates to use their own area attacks. It's also typically quite easy for the rogues to flank with me at that point. If they can't get CA for some reason, they'll ready an action to stab when a buddy steps into a flank. Around the table, we're all pretty organized. The players have their attack and damage modifiers pre-calculated on their sheets, and we usually try to know what we're going to do on our turn before we go. If one of us has a good idea, we'll ask someone else to delay and get ready to use some ability. We typically go along with those ideas because it's fun. :) Wik is a well-organized DM. He customizes his monsters and prints them out before each game so they're ready to go. He often draws up the maps ahead of time. When it's his turn in initiative, he knows what power each creature will use and resolves it quickly. When we ask to do something wacky, he doesn't futz around looking things up. He either knows the answers, or passes it off to a player to look it up while he keeps the action rolling. It's like chemistry: figure out what's slowing down your reaction and find a way to speed it up! -blarg [/QUOTE]
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