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<blockquote data-quote="roguerouge" data-source="post: 5052654" data-attributes="member: 13855"><p>This is to the players: </p><p></p><p>The druid and the necromancer should be doing their best to make the other three shine. You have undead minions and billions of summoned animals for a reason, dude and dudette! Have their stats on cards for easy reference, the typical disposable minions (undead and animals) I mean. Use them to make the rogue and fighter better with flanking and protecting their flanks. Use them to form a wall of meat to keep the archer safe. </p><p></p><p>Everybody pre-roll during other player's turns and write down the attack roll and damage on a piece of scrap paper. This speeds up down time.</p><p></p><p>Next, have an index card for each spell. Flipping through the book is a big time-waster. You chose the high-maintenance classes, you get the homework. Know your spells cold. (See below.)</p><p></p><p>The DM: Two players are bored with how slow things are going, so institute a 10 seconds or less policy. The players have to announce what they are doing in ten seconds when it's their turn. If you can't figure it out, you take a delay action until you're ready to go. Once you've declared, take the normal amount of time to resolve the action. But you don't get to change your mind once you choose. </p><p></p><p>Trust me, it's a lot of fun and it gets the blood pumping. </p><p></p><p>In terms of planning, you might consider ending sessions before a big infiltration scheme, to allow the players to hash it out over email. Either that, or institute a 10 minutes or less rule for planning. </p><p></p><p>For the players: include the party in the info gathering sections of your planning. The fighter goes to intimidate to get some information. The ranger tracks. The rogue and ranger scouts. While they do that, you two figure out the plan you want to do. </p><p></p><p>For the DM: However tempting it might be, do not punish the players for splitting the party at this point. This is sharing the spot light, not splitting the party.</p></blockquote><p></p>
[QUOTE="roguerouge, post: 5052654, member: 13855"] This is to the players: The druid and the necromancer should be doing their best to make the other three shine. You have undead minions and billions of summoned animals for a reason, dude and dudette! Have their stats on cards for easy reference, the typical disposable minions (undead and animals) I mean. Use them to make the rogue and fighter better with flanking and protecting their flanks. Use them to form a wall of meat to keep the archer safe. Everybody pre-roll during other player's turns and write down the attack roll and damage on a piece of scrap paper. This speeds up down time. Next, have an index card for each spell. Flipping through the book is a big time-waster. You chose the high-maintenance classes, you get the homework. Know your spells cold. (See below.) The DM: Two players are bored with how slow things are going, so institute a 10 seconds or less policy. The players have to announce what they are doing in ten seconds when it's their turn. If you can't figure it out, you take a delay action until you're ready to go. Once you've declared, take the normal amount of time to resolve the action. But you don't get to change your mind once you choose. Trust me, it's a lot of fun and it gets the blood pumping. In terms of planning, you might consider ending sessions before a big infiltration scheme, to allow the players to hash it out over email. Either that, or institute a 10 minutes or less rule for planning. For the players: include the party in the info gathering sections of your planning. The fighter goes to intimidate to get some information. The ranger tracks. The rogue and ranger scouts. While they do that, you two figure out the plan you want to do. For the DM: However tempting it might be, do not punish the players for splitting the party at this point. This is sharing the spot light, not splitting the party. [/QUOTE]
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