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General Tabletop Discussion
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Suggestions for Speeding Up Combat
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<blockquote data-quote="Aidan Milvus" data-source="post: 4151196" data-attributes="member: 59297"><p>The two groups I'm in (one I DM, the other I play) both use these initiative cards.</p><p><a href="http://www.thegamemechanics.com/freebies/index.asp#fantasy" target="_blank">http://www.thegamemechanics.com/freebies/index.asp#fantasy</a></p><p></p><p>They've been spot-lighted by I believe the RPGA. They're handy for the DM, as every character's important stats are right there for him to look at, and if he wants to make a save or check without them knowing, the information is all there. They also have cards for monsters that list attacks and damages, as well as a spot for keeping track of hp's. The pdf can be typed in, and can be saved if you have the right program, or what I do is export the information for later use, or print them off. If you're a dm like I am and like to have your encounters planned out before hand, this is a nice tool to use.</p><p></p><p>As for other ways to speed things up, I'm with some of the others that say to give them a set time to decide what to do. As they get higher level, you should probably expect combat to slow a little more, as they have more and more options to work with. But still, limiting it to a minute or two isn't that horrible.</p><p></p><p>I also agree with the spells on cards. I've played a few casters/manifesters, and have used spell/power cards for my characters and these help a lot. Also, I've gotten to putting my magic items on index cards as well, so that I know what they can do, and I don't forget about something. Doing this with combat feats would help as well I think, and might speed things up. Of course, this would limit their ideas possibly about just what they can try. If all they do is look through their cards to decide what to do, it might put a block on their creativity.</p></blockquote><p></p>
[QUOTE="Aidan Milvus, post: 4151196, member: 59297"] The two groups I'm in (one I DM, the other I play) both use these initiative cards. [url]http://www.thegamemechanics.com/freebies/index.asp#fantasy[/url] They've been spot-lighted by I believe the RPGA. They're handy for the DM, as every character's important stats are right there for him to look at, and if he wants to make a save or check without them knowing, the information is all there. They also have cards for monsters that list attacks and damages, as well as a spot for keeping track of hp's. The pdf can be typed in, and can be saved if you have the right program, or what I do is export the information for later use, or print them off. If you're a dm like I am and like to have your encounters planned out before hand, this is a nice tool to use. As for other ways to speed things up, I'm with some of the others that say to give them a set time to decide what to do. As they get higher level, you should probably expect combat to slow a little more, as they have more and more options to work with. But still, limiting it to a minute or two isn't that horrible. I also agree with the spells on cards. I've played a few casters/manifesters, and have used spell/power cards for my characters and these help a lot. Also, I've gotten to putting my magic items on index cards as well, so that I know what they can do, and I don't forget about something. Doing this with combat feats would help as well I think, and might speed things up. Of course, this would limit their ideas possibly about just what they can try. If all they do is look through their cards to decide what to do, it might put a block on their creativity. [/QUOTE]
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