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General Tabletop Discussion
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Suggestions for Speeding Up Combat
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<blockquote data-quote="Olaf the Stout" data-source="post: 4150195" data-attributes="member: 13703"><p>I have a couple of suggestions.</p><p></p><p>Get players to roll attack and damage rolls at the same time. If the attack misses then you just ignore the damage. If there is a miss chance this can also be rolled at the same time.</p><p></p><p>If a PC has multiple attacks (i.e. from iterative attacks, rapid shot, wielding 2 weapons) and they are going to be against the same target roll them all at the same time. Obviously this might not always be possible. If a PC is likely to kill his target with his first attack and then attack someone else it may be less confusing to just roll the attacks one at a time.</p><p></p><p>Give the players a short amount of time to decide what they are doing (say 20 seconds). If they can't tell you by the end of that time then they are considered to be delaying their action and the next person in the initiative order has their turn.</p><p></p><p>Get one of the players to handle initiative. It is their job to let people know who's turn it is as well as who is next so that people are ready to take their actions as quickly as possible.</p><p></p><p>If anyone is playing a spellcaster get them to write the spell details (range, duration, etc.,) on to some index cards so they can quickly tell you the relevant details.</p><p></p><p>Get players to write down the book and page numbers for their feats, abilities, magic items, etc., That way, if you need to look it up to check something you know exactly where to find the information. This is really helpful if the PC has abilities from a number of different splatbooks. Sometimes it's hard to remember if that feat was from Complete Arcane or Complete Mage.</p><p></p><p>That's all I can think of for now. I'm sure there are quite a few more that I will remember later.</p><p></p><p>Olaf the Stout</p></blockquote><p></p>
[QUOTE="Olaf the Stout, post: 4150195, member: 13703"] I have a couple of suggestions. Get players to roll attack and damage rolls at the same time. If the attack misses then you just ignore the damage. If there is a miss chance this can also be rolled at the same time. If a PC has multiple attacks (i.e. from iterative attacks, rapid shot, wielding 2 weapons) and they are going to be against the same target roll them all at the same time. Obviously this might not always be possible. If a PC is likely to kill his target with his first attack and then attack someone else it may be less confusing to just roll the attacks one at a time. Give the players a short amount of time to decide what they are doing (say 20 seconds). If they can't tell you by the end of that time then they are considered to be delaying their action and the next person in the initiative order has their turn. Get one of the players to handle initiative. It is their job to let people know who's turn it is as well as who is next so that people are ready to take their actions as quickly as possible. If anyone is playing a spellcaster get them to write the spell details (range, duration, etc.,) on to some index cards so they can quickly tell you the relevant details. Get players to write down the book and page numbers for their feats, abilities, magic items, etc., That way, if you need to look it up to check something you know exactly where to find the information. This is really helpful if the PC has abilities from a number of different splatbooks. Sometimes it's hard to remember if that feat was from Complete Arcane or Complete Mage. That's all I can think of for now. I'm sure there are quite a few more that I will remember later. Olaf the Stout [/QUOTE]
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