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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4809358" data-attributes="member: 710"><p>We have an initiative board. (Since I read about initiative card). One player manages it, and calls out whose turn is next. </p><p></p><p>I suppose I really really really recommend preparing character sheets and power cards. You don't have to use "real" cards. You can just print them on a few extra sheets, like from the Character Builder. Ensure that the stats are filled in and everything is calculated. The only thing to keep in memory then are any buffs or ongoing effects. </p><p></p><p>Beyond that, it's all in the reflexes... Err, I mean it is all about understanding the current game situation and figure out which of your list of options works best. </p><p>It might help to analyze the situation first and then check which options would apply. (For example, if you see that the Rogue has no flanking partner yet, figure out how to give him one. If there is a melee brute not in melee, think about if you have an ability that let's you keep him there, neutralizing him for a round or so. If there is a melee brute or soldier in melee, consider how to get him out of there. if there is an Artillery monster around, consider how to take it down so it stops laying waste to the party. If there is a character in big trouble, figure out what option will help you to get out of there. Depending on your character, you should know whether you can actually help in a given situation. "Hmm, I am a Fighter. I probably can't immobilize the brute and then run away. So maybe I should help the Rogue with his flanking partner? Or engage some of those that hammer our Cleric?"</p><p></p><p>It might not be a bad idea if at least someone in the group is constantly paying attention and helps others make their decisions faster. Unless you don't like other players giving suggestions. (Of course, that player should give actually good suggestions. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4809358, member: 710"] We have an initiative board. (Since I read about initiative card). One player manages it, and calls out whose turn is next. I suppose I really really really recommend preparing character sheets and power cards. You don't have to use "real" cards. You can just print them on a few extra sheets, like from the Character Builder. Ensure that the stats are filled in and everything is calculated. The only thing to keep in memory then are any buffs or ongoing effects. Beyond that, it's all in the reflexes... Err, I mean it is all about understanding the current game situation and figure out which of your list of options works best. It might help to analyze the situation first and then check which options would apply. (For example, if you see that the Rogue has no flanking partner yet, figure out how to give him one. If there is a melee brute not in melee, think about if you have an ability that let's you keep him there, neutralizing him for a round or so. If there is a melee brute or soldier in melee, consider how to get him out of there. if there is an Artillery monster around, consider how to take it down so it stops laying waste to the party. If there is a character in big trouble, figure out what option will help you to get out of there. Depending on your character, you should know whether you can actually help in a given situation. "Hmm, I am a Fighter. I probably can't immobilize the brute and then run away. So maybe I should help the Rogue with his flanking partner? Or engage some of those that hammer our Cleric?" It might not be a bad idea if at least someone in the group is constantly paying attention and helps others make their decisions faster. Unless you don't like other players giving suggestions. (Of course, that player should give actually good suggestions. ;) ) [/QUOTE]
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