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Suggestions for speeding up our 4e game
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<blockquote data-quote="Piratecat" data-source="post: 4809287" data-attributes="member: 2"><p>A 5-6 person combat should take 45-75 minutes, in general. Things we do to keep our combats quick:</p><p></p><p>- Use initiative cards. I always announce the next three people, saying "Lucas is up, then Cobalt, then the monsters, then Stron." The players know to have their attacks ready when their turn comes up.</p><p></p><p>- Roll the dice before you look up the modifier. Often times the number is high or low enough that you don't even need to worry about the modifier.</p><p></p><p>- Roll attacks and damage at the same time.</p><p></p><p>- Make sure everyone has their normal modifiers pre-recorded. I've seen people who calculate their bonus every time, and it a maddening time-waster.</p><p></p><p>- Likewise, consider power cards, as they can be placed aside after being used. It helps reduce analysis paralysis.</p><p></p><p>- DM prep. Have your monsters ready, either copied out of the Compendium and printed, or marked by sticky notes on the correct MM pages.</p><p></p><p>- Unless a PC's life is at stake, never have the DM stop the game to look up a rule. Have another player look it up while the DM goes on to the next person, then come back to the original player once you know the answer.</p><p></p><p>- Make players responsible for remembering their conditions, both good and bad. The 4e Battlebox has markers that help with this.</p><p></p><p>- Pre-draw complicated battlemaps.</p><p></p><p>- Read stalker0's <a href="http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html</a></p><p></p><p>- Minimize off-topic table talk! This is really important, and will get easier as the combats get faster (because people won't get bored.)</p></blockquote><p></p>
[QUOTE="Piratecat, post: 4809287, member: 2"] A 5-6 person combat should take 45-75 minutes, in general. Things we do to keep our combats quick: - Use initiative cards. I always announce the next three people, saying "Lucas is up, then Cobalt, then the monsters, then Stron." The players know to have their attacks ready when their turn comes up. - Roll the dice before you look up the modifier. Often times the number is high or low enough that you don't even need to worry about the modifier. - Roll attacks and damage at the same time. - Make sure everyone has their normal modifiers pre-recorded. I've seen people who calculate their bonus every time, and it a maddening time-waster. - Likewise, consider power cards, as they can be placed aside after being used. It helps reduce analysis paralysis. - DM prep. Have your monsters ready, either copied out of the Compendium and printed, or marked by sticky notes on the correct MM pages. - Unless a PC's life is at stake, never have the DM stop the game to look up a rule. Have another player look it up while the DM goes on to the next person, then come back to the original player once you know the answer. - Make players responsible for remembering their conditions, both good and bad. The 4e Battlebox has markers that help with this. - Pre-draw complicated battlemaps. - Read stalker0's [url]http://www.enworld.org/forum/general-rpg-discussion/254630-stalker0s-guide-anti-grind.html[/url] - Minimize off-topic table talk! This is really important, and will get easier as the combats get faster (because people won't get bored.) [/QUOTE]
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