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DMs: Managing your (4e) combats
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<blockquote data-quote="timbannock" data-source="post: 4546378" data-attributes="member: 17913"><p>I think the ideas above cover this, but just some of my personal experiences:</p><p></p><p>Initiative - </p><p>Roll up initiative as the very first thing you do at the start of a session. The first combat that comes along, just add the monters into the mix and go. As soon as a fight ends, before any looting/resting/treasure searching begins, roll initiative again. This sets things up for the next fight.</p><p></p><p>While I'm in DM roleplay mode, and if I know what the next encounter is likely to be, I roll up the initiative in-between chatting up the Players and jot it down. That means Initiative is out of the way by the time combat starts. If you have a player handle Init Tracking, just hand over whatever you've written down for them to start tracking.</p><p></p><p>I also use a whiteboard for initiative, and Paizo's combat Pad looks AWESOME. So I built my own ;-) Of course, it broke, but that's my fault.</p><p></p><p></p><p>Players Being Slow - </p><p>Keep on them about this. Counting in your head to 6 is fine, but if they regularly fail to hit that mark, count out loud to 10. They'll get the idea. You can't stress enough in 4E that people need to pay attention even when it's not their turn: Combat Advantage and conditions that others cause influences everything it seems. If a Player can't think of what to do within 10 seconds, then they delay until after EVERYONE else acts. It's harsh punishment, and makes them learn!</p><p></p><p></p><p>PCs Bunch Up - </p><p>This was well-covered by everyone else. If you really like a room's tactical features, change them to ones that only someone in the room can use. Give the badguys cover (arrow slits/murder holes are nasty, providing full cover while still allowing you to fire on people on the other side), or give them barrels or benches that they can just toss at the group of PCs and knock them all prone with one attack roll. That'll teach 'em. </p><p></p><p>I think I got this from Mike Mearls' Iron Heroes stunts: throwing a bench would affect a 10' long, 5' wide area. Anyone hit had to make a save or take damage and get knocked prone. You could also roll a barrel at enemies, potentially knocking them prone.</p><p></p><p>In fact, Mastering Iron Heroes is (not surprisingly) VERY applicable to 4E's method of encounter/dungeon building. The math ain't right any more, but the ideas in there are GOLD.</p><p></p><p>Also think about using the idea concerning having a character make a check and understand the tactical advantages of a room's features. This would come off to the players like a reward for a high Perception (or whatever check you use), and they'd want to use the features of the room to do cool things.</p></blockquote><p></p>
[QUOTE="timbannock, post: 4546378, member: 17913"] I think the ideas above cover this, but just some of my personal experiences: Initiative - Roll up initiative as the very first thing you do at the start of a session. The first combat that comes along, just add the monters into the mix and go. As soon as a fight ends, before any looting/resting/treasure searching begins, roll initiative again. This sets things up for the next fight. While I'm in DM roleplay mode, and if I know what the next encounter is likely to be, I roll up the initiative in-between chatting up the Players and jot it down. That means Initiative is out of the way by the time combat starts. If you have a player handle Init Tracking, just hand over whatever you've written down for them to start tracking. I also use a whiteboard for initiative, and Paizo's combat Pad looks AWESOME. So I built my own ;-) Of course, it broke, but that's my fault. Players Being Slow - Keep on them about this. Counting in your head to 6 is fine, but if they regularly fail to hit that mark, count out loud to 10. They'll get the idea. You can't stress enough in 4E that people need to pay attention even when it's not their turn: Combat Advantage and conditions that others cause influences everything it seems. If a Player can't think of what to do within 10 seconds, then they delay until after EVERYONE else acts. It's harsh punishment, and makes them learn! PCs Bunch Up - This was well-covered by everyone else. If you really like a room's tactical features, change them to ones that only someone in the room can use. Give the badguys cover (arrow slits/murder holes are nasty, providing full cover while still allowing you to fire on people on the other side), or give them barrels or benches that they can just toss at the group of PCs and knock them all prone with one attack roll. That'll teach 'em. I think I got this from Mike Mearls' Iron Heroes stunts: throwing a bench would affect a 10' long, 5' wide area. Anyone hit had to make a save or take damage and get knocked prone. You could also roll a barrel at enemies, potentially knocking them prone. In fact, Mastering Iron Heroes is (not surprisingly) VERY applicable to 4E's method of encounter/dungeon building. The math ain't right any more, but the ideas in there are GOLD. Also think about using the idea concerning having a character make a check and understand the tactical advantages of a room's features. This would come off to the players like a reward for a high Perception (or whatever check you use), and they'd want to use the features of the room to do cool things. [/QUOTE]
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