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<blockquote data-quote="keterys" data-source="post: 5182904" data-attributes="member: 43019"><p>I play in a lot of different groups and I see a lot of stuff...</p><p></p><p>In some groups, we've got players who don't remember their own action last turn, nor what powers they have or what they do. </p><p>In some groups, the DM doesn't realize stuff is marked, even when it was marked the last two rounds and still has a mark on it.</p><p></p><p>In other groups, we don't bother to put down marks, because the DM remembers them unless something odd happens and then will quickly roll with a "I've got him marked this turn".</p><p></p><p>Some players, I remind what bonuses they have, every single time they attack. Including basic stuff, like 'And you're flanking, +2' and 'That's below your minimum roll, did you carry the 10?'.</p><p></p><p>Some I had to effectively force to calculate their damage on their sheet, cause otherwise they'd add it up from scratch every time. Even easy stuff like Dice + Enh + Stat. Don't know why.</p><p></p><p>Some have to use a calculator to do crits like 5d12 + 25.</p><p></p><p>I've sat down at an adventure where the single biggest time delay on every combat was the DM reading the encounter and creatures, at the table.</p><p></p><p>The system has some problems that can contribute to grind, most certainly. But as far as I can tell, there's _so much_ that is on the side of the player or DM that can be done. </p><p></p><p>In terms of systemic stuff - if you're having trouble with grind and you don't want to take the time or sufficient level of analysis to carefully consider encounters. Avoid the following:</p><p>* Weaken</p><p>* Healing</p><p>* Stun</p><p>* The ability to daze, restrain, or immobilize more than 2 rounds per combat</p><p>* Solos more than 2 levels over the party</p><p>* Elites more than 3 levels over the party</p><p></p><p>And use plenty of:</p><p>* Artillery</p><p>* Skirmishers</p><p>* Minions (you don't need to count them as full xp)</p><p></p><p>Those are faster dying, faster damaging elements where you can see results quickly on both sides, instead of reducing to a punching bag.</p><p></p><p>If you don't like certain items and feats that speed up the game, consider just giving those bonuses out for free. For example, a +1/tier feat bonus to hit and +2/tier item bonus to damage.</p></blockquote><p></p>
[QUOTE="keterys, post: 5182904, member: 43019"] I play in a lot of different groups and I see a lot of stuff... In some groups, we've got players who don't remember their own action last turn, nor what powers they have or what they do. In some groups, the DM doesn't realize stuff is marked, even when it was marked the last two rounds and still has a mark on it. In other groups, we don't bother to put down marks, because the DM remembers them unless something odd happens and then will quickly roll with a "I've got him marked this turn". Some players, I remind what bonuses they have, every single time they attack. Including basic stuff, like 'And you're flanking, +2' and 'That's below your minimum roll, did you carry the 10?'. Some I had to effectively force to calculate their damage on their sheet, cause otherwise they'd add it up from scratch every time. Even easy stuff like Dice + Enh + Stat. Don't know why. Some have to use a calculator to do crits like 5d12 + 25. I've sat down at an adventure where the single biggest time delay on every combat was the DM reading the encounter and creatures, at the table. The system has some problems that can contribute to grind, most certainly. But as far as I can tell, there's _so much_ that is on the side of the player or DM that can be done. In terms of systemic stuff - if you're having trouble with grind and you don't want to take the time or sufficient level of analysis to carefully consider encounters. Avoid the following: * Weaken * Healing * Stun * The ability to daze, restrain, or immobilize more than 2 rounds per combat * Solos more than 2 levels over the party * Elites more than 3 levels over the party And use plenty of: * Artillery * Skirmishers * Minions (you don't need to count them as full xp) Those are faster dying, faster damaging elements where you can see results quickly on both sides, instead of reducing to a punching bag. If you don't like certain items and feats that speed up the game, consider just giving those bonuses out for free. For example, a +1/tier feat bonus to hit and +2/tier item bonus to damage. [/QUOTE]
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