"How to run a PC quick, clean and effective - Forked Thread: (...prevent Grindspace!)


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Does anyone here roll all (or most) relevant rolls for the NPCs before the game? I mean things like initiative, attacks and damage, saves, etc. I've done that for a long while for my 3.5e game since 3e is way too slow at high levels (we're at 16th lvl now) and that saves a ton of time. I'm thinking of doing exactly the same thing for my 4e game and I expect it to save a lot of time there too. So I'm curious if anyone else does or has done it in 4e and how it worked out for you.

I do that with initiative sometimes. But one thing I am sure to do is -- on the scratch paper where I will be doing HP for battles, I pre-write the HP for each enemy (and for minions I just write down the total number of minions and then tally count it off when one goes down). It's a little thing but for planned encounters it does save time at the table.

But for attacks and all I leave it for at the table. While it would speed things up my brain just wouldn't be able to accept it. :)

Anyway, that's a slight thread derail since this is for PC actions to speed up/avoid grinding.. so, carry on ... :)
 

I've found that rolling the critter's init in advance is a key. I use init cards (MM .pdf + screen capture + formatted Word doc = prep time WIN). I simply add 10 to the Init score for the entry (unless I have some evil reason to change it), and write it on the card, sort by the init of each group, and set it aside. When the players roll for init, I just go around the table and ask "What did you get?". Stick their card in among the baddies as they answer, and we're ready to rock.

So often before, I would be so busy looking up the monster init score, rolling the dice, etc. that I would miss some question by the players. With this, I'm ready ASAP. Using these cards makes delaying much simpler, and enables me to call out who's on deck, who's in the hole (baseball terms for who's next and after that). This keeps them on their toes, and on the rare (rare, I say) that I mess up the order, it's caught that much quicker.
 

Does anyone here roll all (or most) relevant rolls for the NPCs before the game? I mean things like initiative, attacks and damage, saves, etc. I've done that for a long while for my 3.5e game since 3e is way too slow at high levels (we're at 16th lvl now) and that saves a ton of time. I'm thinking of doing exactly the same thing for my 4e game and I expect it to save a lot of time there too. So I'm curious if anyone else does or has done it in 4e and how it worked out for you.

I have my players roll Initiative at the beginning of the session, whether or not there's a fight. That way, the first fight is already settled (I just roll a couple dice for the baddies).

At the end of every fight, another initiative roll, so the next fight is already laid out for the PCs.

I've never pre-rolled the badguys' initiative because I'm a little bit free-form with my adventures, so I never really know who they are fighting next, so I don't have the bonuses handy. However, for pre-planned fights, I think I'll take your advice and use it!!
 

An average of 1 minute per PC per round would be close, I'll bet.

In the game were we use laptops (and MapTools), it's longer.

You need to spend part of a session educating your users on the use of macros.

Once macros are up and running, MapTool makes things tick right along.

MapTool btw. Is Awesome.
 

You need to spend part of a session educating your users on the use of macros.

Once macros are up and running, MapTool makes things tick right along.

MapTool btw. Is Awesome.
:lol:

I'm not impressed with MapTools...yet. Since I'm typically considered the "computer luddite" of the group, I think I'll let them teach me about those macro-thingys you mention.

Mostly, I notice that players that take a long time will do so, technology or no.
 
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My own personal favorite, from a DM perspective.

Coat some quarters in nail polish (of different colors). (I have a daughter, so thus, easy access to said nail polish)

Use them for conditions. Slide them under minis (or sit thim inside the legs of larger ones) to denote condition statuses.

If you later want to use the quarters, just soak them overnight in nail polish remover.

EDIT:

Missed that we had flown to a page two and the poster above me has basically the same idea. Didn't mean to steal any thunder.

I've been using some washers and also some wooden disks. The wooden disks are thick enough to write (in a small hand) the name of the power or effect on them.
 


I've been using some washers and also some wooden disks. The wooden disks are thick enough to write (in a small hand) the name of the power or effect on them.

It's funny all the ways people use to mark stuff. Our group uses thin foam from a craft store or Wal-mart. You can get a pack of like 21 sheets (7 colours) for $3. Just cut 'em out in 1" and 2"x2" squares (and people with specific size abilities like Wizard can have zone pieces). They aren't heavy, they're durable, each player has a colour (and red is for bloodied)... works really really well.
 

If a player is not sure what to do, just hit something. You don't need to be Garry Kasparov on every single turn.

That is it. Normally, 4-5 PCs against a DM, their average play will be better than the DM average play. 5 people working together against only one, who is actually trying to make the group of five win, doesn't need perfect plays all the time.

Is kind easy to understand the best time to use your power, just like the OP posted for imobillize. Like area spells are good in the beggining of the fight(wait for the wizard to charge!), close bursts are nice when surrounded, whole fight daillies are good agains elite/solos... Lear the basic good situation for each power, and use it when it appear. With time you get the more sutle nuances.
 

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