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Advice for speeding up combats - in sound bite form!
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<blockquote data-quote="Delemental" data-source="post: 3167256" data-attributes="member: 5203"><p>This is probably one of the more consistent issues in our group, which creates a minor but noticeable slowdown. Another good reason to have the book open and ready is that sometimes players don't know a spell as well as they think they do. There was a dispute over Blade Barrier just last session of this very nature.</p><p></p><p>What I tend to see more often is where players decide to use something like Trip or Bull Rush, and then when it's their turn, they have no idea how to go about it. I've already made reference cards for these kinds of things to pass around when needed, the trick is getting people to ask for those cards <em>before</em> their turn, not during.</p><p></p><p>A lot of the ideas mentioned are ones we use - we use initiative cards (actually cardboard standups that attach to a magnetic strip on the table - it has the advantage that everyone can see the entire initiative order). The one player who uses summoned creatures has a stack of pre-made stat cards she can reference.</p><p></p><p>I used to keep spell sheets, but they became a bit unwieldy (15th level wizard), so now I have a list of all my spells with page number references. I only keep two books with me; the PHB and the Spell Compendium - any spells that I have outside of those two books I have fully typed out on a separate sheet (keeps me from having to schlepp around a dozen books).</p><p></p><p>To be honest, I don't think our group has a huge problem with slow combats - for the most part we all know our modifiers ahead of time, know what we're doing on our turns, and don't spend a lot of time arguing. I just figure that as our levels get higher, the combats will only get more complicated, and so having reminders out there will help us stay efficient and prompt us to work on our weak areas. For example, I'm terrible at doing the 'roll attack and damage together' thing.</p></blockquote><p></p>
[QUOTE="Delemental, post: 3167256, member: 5203"] This is probably one of the more consistent issues in our group, which creates a minor but noticeable slowdown. Another good reason to have the book open and ready is that sometimes players don't know a spell as well as they think they do. There was a dispute over Blade Barrier just last session of this very nature. What I tend to see more often is where players decide to use something like Trip or Bull Rush, and then when it's their turn, they have no idea how to go about it. I've already made reference cards for these kinds of things to pass around when needed, the trick is getting people to ask for those cards [I]before[/I] their turn, not during. A lot of the ideas mentioned are ones we use - we use initiative cards (actually cardboard standups that attach to a magnetic strip on the table - it has the advantage that everyone can see the entire initiative order). The one player who uses summoned creatures has a stack of pre-made stat cards she can reference. I used to keep spell sheets, but they became a bit unwieldy (15th level wizard), so now I have a list of all my spells with page number references. I only keep two books with me; the PHB and the Spell Compendium - any spells that I have outside of those two books I have fully typed out on a separate sheet (keeps me from having to schlepp around a dozen books). To be honest, I don't think our group has a huge problem with slow combats - for the most part we all know our modifiers ahead of time, know what we're doing on our turns, and don't spend a lot of time arguing. I just figure that as our levels get higher, the combats will only get more complicated, and so having reminders out there will help us stay efficient and prompt us to work on our weak areas. For example, I'm terrible at doing the 'roll attack and damage together' thing. [/QUOTE]
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