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<blockquote data-quote="Revinor" data-source="post: 4602726" data-attributes="member: 25037"><p>First thing - IMHO, there is NO way you can get people entertained with combat with 9 PC at the table, regardless of rules and props you will use. </p><p></p><p>Anyway, here are few things I'm using (or considered using), which may help you. I used to perform a fight where every player (5 of them) was controlling himself and one 'NPC' (monster actually) fighting against 12 opponents - and it was manageble.</p><p></p><ul> <li data-xf-list-type="ul">Get some kind of tokens which can be put under the miniatures to represent common states. I'm using poker chips (round ones), from some kind of cheap poker game - they are single-color, light plastic, happen to be perfect size for medium size miniatures. I'm using red to represent bloodied, allow defenders to pick their colors to represent marking (it is a bit of waste in case of paladin, but dragonborn fighter get a chance to mark quite a few with a breath weapon) and use leftover colors randomly (only 2 left, so I use one for most common monster ability in given fight and leftover for 'other' effects, which has to be handled by hand).<br /> </li> <li data-xf-list-type="ul">Print out cards for each of the players for initiative tracking. You can also print out some for monsters if you like to prepare, or just use blank ones and write monster names on it on the fly. When rolling initiative, write it down for each monster and tell players to remember theirs. Then count down from the highest number down and put the cards in your hand in that order. Then, put the 'deck' next to the game board and everybody takes their turn if their card is on the top, afterwards, put the card below the stack. If people like to know the order, show them the cards, but don't give them away - chances of messing things up are too high - and only you are allowed to move the cards on the stack. <br /> Important thing here is that you don't care about the numbers, except at very start - because they are not important afterwards, only order is important. Having End-of-Round card is also helpful, to indicate when certain abilities (sneak, quarry etc) are reset.<br /> </li> <li data-xf-list-type="ul">Clean the game area from all uneeded things. Only miniatures, board and dice (and props like initiative cards) are allowed on the table, plus possibly card with the power which is played at the moment. Things like character sheets should be out of the table - you can arrange some smaller stools/tables around, or players can keep them on their laps in worst case.<br /> </li> <li data-xf-list-type="ul">Print out powers for the players on the cards. While it might be harder to 'see' all of them at the start, it gets easier with time and player can have his important action prepared on the top, instead to finding it over and over again on bigger sheet.<br /> </li> <li data-xf-list-type="ul">Prepare A4/letter page for yourself, with a simple grid, having players listed top to down and few important stats listed for each of them. 4 defenses, max hp, healing surge value, passive insight and perception should be enough. Make letters as big as possible while fitting everything on one page, while preserving enough whitespace - it has to be used fast. When you resolve attacks, don't ask the players for any data which you have on this card - just tell them the final result.<br /> </li> <li data-xf-list-type="ul">If you don't use original scenario, put monster details in readable, condensed format and use this instead of flipping monster manual. Having defenses and attacks bit bigger/bold helps with finding data fast (I'll try to attach an example of what I'm using).<br /> </li> <li data-xf-list-type="ul">Stress to the players that they are supposed to prepare their actions while they are waiting. There is nothing worse the player complaining that he has to wait 20 minutes for his turn and when it finally comes, he starts flipping through his power cards wondering how they work. While it is sometimes possible that situation has changed dramatically just a moment ago and he has to rething his actions, in most cases, he can fully plan his actions way ahead. There will be a subconcious resistance to this idea - after all, being prepared will make his 'active time' shorter - but you have to enforce it when you have many players. <br /> </li> <li data-xf-list-type="ul"> Having a timer for a round can be bit harsh, but might be a necessity if your players are taking too much time for square counting/alternative routes. Don't count the time needed to resolve the attacks - this will penalize wizards. Just require the player to declare the move and type of attack/targets fast - rest should take as much time as it is needed to do it properly.<br /> </li> </ul></blockquote><p></p>
[QUOTE="Revinor, post: 4602726, member: 25037"] First thing - IMHO, there is NO way you can get people entertained with combat with 9 PC at the table, regardless of rules and props you will use. Anyway, here are few things I'm using (or considered using), which may help you. I used to perform a fight where every player (5 of them) was controlling himself and one 'NPC' (monster actually) fighting against 12 opponents - and it was manageble. [LIST] [*]Get some kind of tokens which can be put under the miniatures to represent common states. I'm using poker chips (round ones), from some kind of cheap poker game - they are single-color, light plastic, happen to be perfect size for medium size miniatures. I'm using red to represent bloodied, allow defenders to pick their colors to represent marking (it is a bit of waste in case of paladin, but dragonborn fighter get a chance to mark quite a few with a breath weapon) and use leftover colors randomly (only 2 left, so I use one for most common monster ability in given fight and leftover for 'other' effects, which has to be handled by hand). [*]Print out cards for each of the players for initiative tracking. You can also print out some for monsters if you like to prepare, or just use blank ones and write monster names on it on the fly. When rolling initiative, write it down for each monster and tell players to remember theirs. Then count down from the highest number down and put the cards in your hand in that order. Then, put the 'deck' next to the game board and everybody takes their turn if their card is on the top, afterwards, put the card below the stack. If people like to know the order, show them the cards, but don't give them away - chances of messing things up are too high - and only you are allowed to move the cards on the stack. Important thing here is that you don't care about the numbers, except at very start - because they are not important afterwards, only order is important. Having End-of-Round card is also helpful, to indicate when certain abilities (sneak, quarry etc) are reset. [*]Clean the game area from all uneeded things. Only miniatures, board and dice (and props like initiative cards) are allowed on the table, plus possibly card with the power which is played at the moment. Things like character sheets should be out of the table - you can arrange some smaller stools/tables around, or players can keep them on their laps in worst case. [*]Print out powers for the players on the cards. While it might be harder to 'see' all of them at the start, it gets easier with time and player can have his important action prepared on the top, instead to finding it over and over again on bigger sheet. [*]Prepare A4/letter page for yourself, with a simple grid, having players listed top to down and few important stats listed for each of them. 4 defenses, max hp, healing surge value, passive insight and perception should be enough. Make letters as big as possible while fitting everything on one page, while preserving enough whitespace - it has to be used fast. When you resolve attacks, don't ask the players for any data which you have on this card - just tell them the final result. [*]If you don't use original scenario, put monster details in readable, condensed format and use this instead of flipping monster manual. Having defenses and attacks bit bigger/bold helps with finding data fast (I'll try to attach an example of what I'm using). [*]Stress to the players that they are supposed to prepare their actions while they are waiting. There is nothing worse the player complaining that he has to wait 20 minutes for his turn and when it finally comes, he starts flipping through his power cards wondering how they work. While it is sometimes possible that situation has changed dramatically just a moment ago and he has to rething his actions, in most cases, he can fully plan his actions way ahead. There will be a subconcious resistance to this idea - after all, being prepared will make his 'active time' shorter - but you have to enforce it when you have many players. [*] Having a timer for a round can be bit harsh, but might be a necessity if your players are taking too much time for square counting/alternative routes. Don't count the time needed to resolve the attacks - this will penalize wizards. Just require the player to declare the move and type of attack/targets fast - rest should take as much time as it is needed to do it properly. [/LIST] [/QUOTE]
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