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Suggestions for speeding up our 4e game
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<blockquote data-quote="malraux" data-source="post: 4809245" data-attributes="member: 24352"><p>more seriously, you should probably have several of the DM tasks handed off to other players and put more publicly. So initiative is kept in the open with 1 player in charge of tracking it. Possibly even damage tracking on monsters. Certainly status effects. Maybe even general mapping on the battlemat duties.</p><p></p><p>The DM might want to limit certain builds. Beastmaster Ranger for example seems to take a bit more time to resolve; its not a problem in a 5 person party, but with 7, you've got a bit too much. Really, any build that adds extra minis to the board is going to add an extra move action and more time to resolve.</p><p></p><p>Let see, as a rule, characters should probably handle start of turn stuff on the previous character's turn (taking ongoing damage, regen, etc) so that when they are called, they can start moving. Additionally, end of turn effects happen after they finish and the next person has started, and I'd move * Word into the end of turn stuff, as that doesn't involve the DM. If no one can remember it, then you might want to go ahead and just move start of turn effect to end of turn anyway (as it almost never matters).</p><p></p><p>The DM might want to look at some of the anti-grind threads. 3/4 HP and double damage, IIRC, will speed up the death of the monsters.</p></blockquote><p></p>
[QUOTE="malraux, post: 4809245, member: 24352"] more seriously, you should probably have several of the DM tasks handed off to other players and put more publicly. So initiative is kept in the open with 1 player in charge of tracking it. Possibly even damage tracking on monsters. Certainly status effects. Maybe even general mapping on the battlemat duties. The DM might want to limit certain builds. Beastmaster Ranger for example seems to take a bit more time to resolve; its not a problem in a 5 person party, but with 7, you've got a bit too much. Really, any build that adds extra minis to the board is going to add an extra move action and more time to resolve. Let see, as a rule, characters should probably handle start of turn stuff on the previous character's turn (taking ongoing damage, regen, etc) so that when they are called, they can start moving. Additionally, end of turn effects happen after they finish and the next person has started, and I'd move * Word into the end of turn stuff, as that doesn't involve the DM. If no one can remember it, then you might want to go ahead and just move start of turn effect to end of turn anyway (as it almost never matters). The DM might want to look at some of the anti-grind threads. 3/4 HP and double damage, IIRC, will speed up the death of the monsters. [/QUOTE]
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