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[Advice Needed] Speeding Up Battle
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<blockquote data-quote="Oracular Vision" data-source="post: 90200" data-attributes="member: 2265"><p>Some good suggestions here.</p><p></p><p>I would also try to give all the bad guys the same initiative (except leaders and spellcasters, who should have their own usually). This saves the most time.</p><p></p><p>Tell the players not to move the miniatures - they will play chess, take back moves, etc. Tell them they do what they say, and you move the miniatures. This saves lots of time too.</p><p></p><p>The idea about having the players with the PHB open to cast the spell is great. So many of the spells are different, old timers remember things the old way sometimes. Looking up things sucks the time away. As others said, the index card idea works, tied to a separate list of hitpoints, initiative order, and I also add AC, attacks and damage, as I don't want to rifle through cards. Preparation by you can save loads of time.</p><p></p><p>Try to get the players to set their move and also say what they want to say (a sentence or two at most). Six seconds may be a little harsh, but find what works for you. Players will sit there and do nothing. Most of what D'Karr says is crunchy, use it well.</p><p></p><p>Remember to enforce the drawing new weapons, getting things out of backpack, etc., rules. Players will always miraculously have just what they need if you don't. I even went so far as to make charts showing what they were carrying with sticky notes, but it slowed the game too much. I make the players have a standard weapon, and a standard list of things in their hands. They can change them before combats, and during at the cost of actions, but being unprepared should cost them. Make the bad guys have the same limitations.</p><p></p><p>I see no need for the DM to have 15 sets of different colored die. Five is about all you ever need, its too much cataloging results otherwise.</p><p></p><p>Even though the 3E creators forgot about any morale rules, you should have some, only stupid creatures of animal or less intelligence will fight to the death against impossible odds, most others will run if things are going badly. Or surrender. Surrendering can cause the party all sorts of problems. What are they going to do with 50 goblins? They won't be murdering them if LG party members are present, and it should definately come back to haunt them later if they do. Terminating combat before all-out slaughter occurs will also speed it up.</p><p></p><p>Having a nice big play area speeds things up because everyone has everything they need right in front of them.</p><p></p><p>Good luck...</p></blockquote><p></p>
[QUOTE="Oracular Vision, post: 90200, member: 2265"] Some good suggestions here. I would also try to give all the bad guys the same initiative (except leaders and spellcasters, who should have their own usually). This saves the most time. Tell the players not to move the miniatures - they will play chess, take back moves, etc. Tell them they do what they say, and you move the miniatures. This saves lots of time too. The idea about having the players with the PHB open to cast the spell is great. So many of the spells are different, old timers remember things the old way sometimes. Looking up things sucks the time away. As others said, the index card idea works, tied to a separate list of hitpoints, initiative order, and I also add AC, attacks and damage, as I don't want to rifle through cards. Preparation by you can save loads of time. Try to get the players to set their move and also say what they want to say (a sentence or two at most). Six seconds may be a little harsh, but find what works for you. Players will sit there and do nothing. Most of what D'Karr says is crunchy, use it well. Remember to enforce the drawing new weapons, getting things out of backpack, etc., rules. Players will always miraculously have just what they need if you don't. I even went so far as to make charts showing what they were carrying with sticky notes, but it slowed the game too much. I make the players have a standard weapon, and a standard list of things in their hands. They can change them before combats, and during at the cost of actions, but being unprepared should cost them. Make the bad guys have the same limitations. I see no need for the DM to have 15 sets of different colored die. Five is about all you ever need, its too much cataloging results otherwise. Even though the 3E creators forgot about any morale rules, you should have some, only stupid creatures of animal or less intelligence will fight to the death against impossible odds, most others will run if things are going badly. Or surrender. Surrendering can cause the party all sorts of problems. What are they going to do with 50 goblins? They won't be murdering them if LG party members are present, and it should definately come back to haunt them later if they do. Terminating combat before all-out slaughter occurs will also speed it up. Having a nice big play area speeds things up because everyone has everything they need right in front of them. Good luck... [/QUOTE]
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