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4E at higher levels question?
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<blockquote data-quote="darjr" data-source="post: 5076545" data-attributes="member: 52905"><p>Try group initiative. Where the players go then the monsters go. If it's normally a while between players turns this might get them to participate together to fight the fight and not have to wait for their turn. Handle surprise by the group as well. It's doable without actually changing any rules, using held actions and such, but it's easier to just house rule. It drowns out individual initiative bonuses, use an avg or the highest or lowest depending upon circumstance.</p><p></p><p>Change the makeup of the opponents. Fewer non-minion bad guys with more mobility and more area attacks, ranged and melee. Also consider lots more minions instead of non-minion bad guys. Combining more minions and fewer non-minions I think you'll get a more dynamic combat with out 'lingering' targets. Stay away from brutes and solo's.</p></blockquote><p></p>
[QUOTE="darjr, post: 5076545, member: 52905"] Try group initiative. Where the players go then the monsters go. If it's normally a while between players turns this might get them to participate together to fight the fight and not have to wait for their turn. Handle surprise by the group as well. It's doable without actually changing any rules, using held actions and such, but it's easier to just house rule. It drowns out individual initiative bonuses, use an avg or the highest or lowest depending upon circumstance. Change the makeup of the opponents. Fewer non-minion bad guys with more mobility and more area attacks, ranged and melee. Also consider lots more minions instead of non-minion bad guys. Combining more minions and fewer non-minions I think you'll get a more dynamic combat with out 'lingering' targets. Stay away from brutes and solo's. [/QUOTE]
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