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Battles taking too long - whats the tricks?
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<blockquote data-quote="Dredly" data-source="post: 5066307" data-attributes="member: 87459"><p>I actually was on here looking for some of the same advice. I had to level up a battle to be more in line with our parties abilities during our Fri session and then one of the main strikers (ranger) didn't show up and the party missed a TON of times, the primary tank missed so many times he eventually ran away from 3 minions!</p><p></p><p>After talking to the party here is what I came up with:</p><p></p><p>1. When someone ends a turn tell who the next 2 turns are going to be... ie It is Wizards turn, Fighter prepares for his chance... etc. I think I'm also going to use some sort of list for player turns so they can see who goes when.</p><p></p><p>2. I think I'm going to implement a "clock" with a delay of game type penalty. I understand you need to carefully consider your move but we had some turns that were taking 4 -5+ mins because people were re-reading all their spells before they would decide on what to do. Basically if you go over a set time (probably 2 mins) you will take a -2 to attack as the enemy has had enough time to position itself to block any move you make... etc</p><p></p><p>I'm going to "time" the average turn next session and determine what an acceptable time will be. This is a "you need to be picking up the dice to roll" kind of thing and I'm not going to be a jerk about it, but a 2 1/2 hour battle is also crazy</p><p></p><p>3. encourage the use of action points and abilities that add to rolls to ensure they are hitting. point out whenever they miss by one point to ensure they added in all modifiers to hit... etc</p><p></p><p>4. have monsters run away if contact is getting to long</p><p></p><p>I've found that using an excel spreadsheet to write out all the player names, monster names, init rolls and the base monster stats works great. it keeps me from having to look back at the book constantly, easily keep track of effects (you just type it in), sort by init roll... etc</p><p></p><p>It easily cuts my DM turns in half and responses to attacks way down in time as well.</p></blockquote><p></p>
[QUOTE="Dredly, post: 5066307, member: 87459"] I actually was on here looking for some of the same advice. I had to level up a battle to be more in line with our parties abilities during our Fri session and then one of the main strikers (ranger) didn't show up and the party missed a TON of times, the primary tank missed so many times he eventually ran away from 3 minions! After talking to the party here is what I came up with: 1. When someone ends a turn tell who the next 2 turns are going to be... ie It is Wizards turn, Fighter prepares for his chance... etc. I think I'm also going to use some sort of list for player turns so they can see who goes when. 2. I think I'm going to implement a "clock" with a delay of game type penalty. I understand you need to carefully consider your move but we had some turns that were taking 4 -5+ mins because people were re-reading all their spells before they would decide on what to do. Basically if you go over a set time (probably 2 mins) you will take a -2 to attack as the enemy has had enough time to position itself to block any move you make... etc I'm going to "time" the average turn next session and determine what an acceptable time will be. This is a "you need to be picking up the dice to roll" kind of thing and I'm not going to be a jerk about it, but a 2 1/2 hour battle is also crazy 3. encourage the use of action points and abilities that add to rolls to ensure they are hitting. point out whenever they miss by one point to ensure they added in all modifiers to hit... etc 4. have monsters run away if contact is getting to long I've found that using an excel spreadsheet to write out all the player names, monster names, init rolls and the base monster stats works great. it keeps me from having to look back at the book constantly, easily keep track of effects (you just type it in), sort by init roll... etc It easily cuts my DM turns in half and responses to attacks way down in time as well. [/QUOTE]
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Battles taking too long - whats the tricks?
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