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Any tips for speeding up the game? 4e is slowing me down!
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<blockquote data-quote="Paul Strack" data-source="post: 4420039" data-attributes="member: 71340"><p>It's been suggested before, but I find that a printed summary sheet of each PCs power list with all the attack and damage bonus pre-calculated helps a lot. I find this a lot more useful than power cards, myself. You should be able to fit it all onto one page.</p><p></p><p>On my sheets, I put a bullet (●) next to at-will powers, an open circle (○) by encounter powers and an open square (□) next to daily powers, so that they can be easily distinguished and the encounter powers and dailies can be marked off as they are used.</p><p></p><p>Now that my PCs have access to magic weapons with crit bonuses, I am including separate damage numbers for non-crit and crit damage (1d8+3/11+1d6).</p><p></p><p>EDIT: Here is an example of what I do:</p><p></p><p>[sblock]</p><p><u><strong>Racial Features, Class Features and Feats</strong></u></p><p><u><strong></strong></u> ● Group Awareness: Non-elf allies within 5 squares gain +1 to Perception.</p><p> ● Wild Step: You ignore difficult terrain when you shift.</p><p> ● Astral Fire: Gain +1 damage to fire and radiant powers (bonus included).</p><p> ○ Elven Accuracy and Elven Precision: You may re-roll one attack roll. Gain an extra +2 on this second roll. You must use this roll, even if it is lower.</p><p> ○ Divine Fortune (Channel Divinity): Gain +1 to your next attack roll or save.</p><p></p><p><u><strong>Attacks: </strong>Your special attacks (prayers) use your holy symbol.</u></p><p>● +1 Frost Long Bow: +7 vs AC, 1d10+4 damage (14+1d6 crit), range 20/40. You may choose to inflict cold damage instead of normal damage.</p><p> □ Frost Bow Power: As a free action when you hit with your long bow, inflict an extra +1d8 cold damage and your target is slowed (Speed 2) until the end of your next turn.</p><p> ● Spear: +5 vs AC, 1d8+2 damage, 1d8+3 damage if used two-handed.</p><p> ● Lance of Faith: +5 vs Reflex, 1d8+5 radiant damage (13+1d6 crit), range 5. If you hit, one ally you can see gains +2 to his next attack on the same target.</p><p> ● Sacred Flame: +5 vs Reflex, 1d6+5 radiant damage (11+1d6 crit), range 5. If you hit, one ally you can see either gains 2 temporary hit points or may make an immediate save.</p><p> ○ Divine Glow: +5 vs Reflex, 1d8+5 radiant damage (13+1d6 crit) to enemies within 3 squares. Allies within 3 squares gain a +2 power bonus to their attacks until the end of your next turn.</p><p> ○ Turn Undead (Channel Divinity): +5 vs Will, 1d10+5 radiant damage (15+1d6 crit) to undead within 2 squares. Push targets you hit 4 squares and immobilized them a turn. Misses inflict half damage. Cannot be used in the same encounter as Divine Fortune.</p><p> ○ Daunting Light: +5 vs Reflex, 2d10+5 radiant damage (25+1d6 crit), range 10. Hit or miss, one ally you can see gains a combat advantage against the target until the end of your next turn.</p><p> □ Cascade of Light: +5 vs Will, 3d8+5 radiant damage (29+1d6 crit), range 10. If you hit, you target gains vulnerability 5 to your attacks (save ends). Misses still inflict half damage.</p><p> □ Bless: Allies within 20 squares gain +1 to all attacks until the end of this encounter.</p><p></p><p><u><strong>Minor Actions</strong></u></p><p><u><strong></strong></u> ○○ Healing Word: You or an ally within 5 squares may use a healing surge. Your target gains an extra 1d6+3 hit points with the surge. May only be used once per round.</p><p> □ Holy Symbol of Life Power: Your healing powers heal +1d6 hp extra until the end of your turn.</p><p> □ Potion of Healing: Drink as minor action, spend a healing surge and regain 10 hp.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Paul Strack, post: 4420039, member: 71340"] It's been suggested before, but I find that a printed summary sheet of each PCs power list with all the attack and damage bonus pre-calculated helps a lot. I find this a lot more useful than power cards, myself. You should be able to fit it all onto one page. On my sheets, I put a bullet (●) next to at-will powers, an open circle (○) by encounter powers and an open square (□) next to daily powers, so that they can be easily distinguished and the encounter powers and dailies can be marked off as they are used. Now that my PCs have access to magic weapons with crit bonuses, I am including separate damage numbers for non-crit and crit damage (1d8+3/11+1d6). EDIT: Here is an example of what I do: [sblock] [U][B]Racial Features, Class Features and Feats [/B][/U] ● Group Awareness: Non-elf allies within 5 squares gain +1 to Perception. ● Wild Step: You ignore difficult terrain when you shift. ● Astral Fire: Gain +1 damage to fire and radiant powers (bonus included). ○ Elven Accuracy and Elven Precision: You may re-roll one attack roll. Gain an extra +2 on this second roll. You must use this roll, even if it is lower. ○ Divine Fortune (Channel Divinity): Gain +1 to your next attack roll or save. [U][B]Attacks: [/B]Your special attacks (prayers) use your holy symbol.[/U] ● +1 Frost Long Bow: +7 vs AC, 1d10+4 damage (14+1d6 crit), range 20/40. You may choose to inflict cold damage instead of normal damage. □ Frost Bow Power: As a free action when you hit with your long bow, inflict an extra +1d8 cold damage and your target is slowed (Speed 2) until the end of your next turn. ● Spear: +5 vs AC, 1d8+2 damage, 1d8+3 damage if used two-handed. ● Lance of Faith: +5 vs Reflex, 1d8+5 radiant damage (13+1d6 crit), range 5. If you hit, one ally you can see gains +2 to his next attack on the same target. ● Sacred Flame: +5 vs Reflex, 1d6+5 radiant damage (11+1d6 crit), range 5. If you hit, one ally you can see either gains 2 temporary hit points or may make an immediate save. ○ Divine Glow: +5 vs Reflex, 1d8+5 radiant damage (13+1d6 crit) to enemies within 3 squares. Allies within 3 squares gain a +2 power bonus to their attacks until the end of your next turn. ○ Turn Undead (Channel Divinity): +5 vs Will, 1d10+5 radiant damage (15+1d6 crit) to undead within 2 squares. Push targets you hit 4 squares and immobilized them a turn. Misses inflict half damage. Cannot be used in the same encounter as Divine Fortune. ○ Daunting Light: +5 vs Reflex, 2d10+5 radiant damage (25+1d6 crit), range 10. Hit or miss, one ally you can see gains a combat advantage against the target until the end of your next turn. □ Cascade of Light: +5 vs Will, 3d8+5 radiant damage (29+1d6 crit), range 10. If you hit, you target gains vulnerability 5 to your attacks (save ends). Misses still inflict half damage. □ Bless: Allies within 20 squares gain +1 to all attacks until the end of this encounter. [U][B]Minor Actions [/B][/U] ○○ Healing Word: You or an ally within 5 squares may use a healing surge. Your target gains an extra 1d6+3 hit points with the surge. May only be used once per round. □ Holy Symbol of Life Power: Your healing powers heal +1d6 hp extra until the end of your turn. □ Potion of Healing: Drink as minor action, spend a healing surge and regain 10 hp. [/sblock] [/QUOTE]
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Any tips for speeding up the game? 4e is slowing me down!
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