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Battles taking too long - whats the tricks?
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<blockquote data-quote="Danceofmasks" data-source="post: 5066140" data-attributes="member: 70765"><p>I think the OP means they still want to run the combats as written.</p><p> </p><p>Personally, I reckon once the battle is won and a foregone conclusion, the DM should call it.</p><p>Maybe with a proviso like, "if you 2 spend an additional surge, you mop up."</p><p> </p><p>Some players don't like that, though ... to them the main combat is the chore, while the finish is the payoff.</p><p> </p><p>How about the usual stuff:</p><p>Predrawn maps (or a list of which tiles to use by combat)</p><p>Rolling attacks & damage at the same time (some stuff break this, but usually works when PCs do the attacking ... it's PC interrupts that mess things around)</p><p> </p><p>Me, I just like to build lethal characters.</p><p>That quicks things up real good.</p></blockquote><p></p>
[QUOTE="Danceofmasks, post: 5066140, member: 70765"] I think the OP means they still want to run the combats as written. Personally, I reckon once the battle is won and a foregone conclusion, the DM should call it. Maybe with a proviso like, "if you 2 spend an additional surge, you mop up." Some players don't like that, though ... to them the main combat is the chore, while the finish is the payoff. How about the usual stuff: Predrawn maps (or a list of which tiles to use by combat) Rolling attacks & damage at the same time (some stuff break this, but usually works when PCs do the attacking ... it's PC interrupts that mess things around) Me, I just like to build lethal characters. That quicks things up real good. [/QUOTE]
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Battles taking too long - whats the tricks?
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