Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"How to run a PC quick, clean and effective - Forked Thread: (...prevent Grindspace!)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4602833" data-attributes="member: 710"><p>Forked from: <a href="http://www.enworld.org/forum/showpost.php?postid=4602584" target="_blank">How to build encounters in 4e (aka Only you can prevent Grindspace!)</a></p><p></p><p>The thread on "How to build encounters in 4e (aka Only you can prevent Grindspace)" also reminded me of other comments that some people seem to have trouble running their PC effectively.</p><p></p><p>I am not necessarily about power-gaming (and not at all about character build), but also about how fast you resolve your action. How long does it take you to make a decision on which power to use, where to move, whom to attack? </p><p></p><p>What can you make your decisions on your character actions quickly, without losing effectiveness? What considerations do you take into account, how do you weight your options?</p><p>The right tactics and quick thinking can do a lot to make a combat less tedious and simply run faster. Every minute your fellow players don't have to watch you coming to your decision is a minute the combat lasts less. </p><p></p><p>There are two major components to this:</p><p>- How well do you know your powers?</p><p>- How well do you get a grasp of a combat situation and know how to apply your powers?</p><p></p><p>This thread can be all about finding guidelines and suggestions to help people doing the combat fast, smoothly and playing effectively. </p><p></p><p>A few general tips (and feel free to add or expand on them): </p><p>o Know the Basics. You should understand the movement rules (move, run, shift, charge, slide, push, pull) and the conditions (slowed, immobilized, restrained, dazed, stunned, helpless, weakened) and the actions you have availble (Standard, Move, Minor, Immediate Reaction or Interrupt, Opportunity Actions, Opportunity Attacks, Basic Attacks). </p><p>You will not always know everything about a specific condition. That is okay. This is a game you play for fun, it's not a homework or even a test of your rules knowledge. But for these case, have the places where they are described marked or readied. </p><p></p><p>o Know your Specifics. What do your class abilities do? What powers do you know and how do they work. You don't need to know the specifics of powers you don't have or that other PCs have (it can help, but it's most important that you know what you can do.)</p><p>Know where to find their description, know which power you have still available to you. Power Cards, Tokens, bookmarks in your PHB, they can all go a long way to make things run smoother.</p><p></p><p>o Understand your role(s). The role is described in the class description, but try to understand not only what you are supposed to do, but how your class makes it possible for you to do so. Also learn what secondary roles your class has. (Paladin is Defender + Leader, Fighter is Defender + Striker). And remember - with the right feats and multiclass choices, your role might actually or you can at least give it a different spin.</p><p>Your role typically provide you with certain decisions to make, but your class also has a big effect on this. </p><p>For example, a Fighter will try to get surrounded by a lot of opponents and keep them "sticky" to himself. </p><p>A Shielding Swordmage looks at things very differently - he actually doesn't want his marked enemies to stay close to him, because only if the attack someone else, he can use his Shielding Aegis and negate his enemies damage potential.</p><p></p><p></p><p>All these are "basics". Basics of the game, basics of your class, basics of your characters. But there is more. You can learn to read a combat situation quickly to make your choices quick and yet matter strongly. This kind of "Smart Play" can be very rewarding.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4602833, member: 710"] Forked from: [url=http://www.enworld.org/forum/showpost.php?postid=4602584]How to build encounters in 4e (aka Only you can prevent Grindspace!)[/url] The thread on "How to build encounters in 4e (aka Only you can prevent Grindspace)" also reminded me of other comments that some people seem to have trouble running their PC effectively. I am not necessarily about power-gaming (and not at all about character build), but also about how fast you resolve your action. How long does it take you to make a decision on which power to use, where to move, whom to attack? What can you make your decisions on your character actions quickly, without losing effectiveness? What considerations do you take into account, how do you weight your options? The right tactics and quick thinking can do a lot to make a combat less tedious and simply run faster. Every minute your fellow players don't have to watch you coming to your decision is a minute the combat lasts less. There are two major components to this: - How well do you know your powers? - How well do you get a grasp of a combat situation and know how to apply your powers? This thread can be all about finding guidelines and suggestions to help people doing the combat fast, smoothly and playing effectively. A few general tips (and feel free to add or expand on them): o Know the Basics. You should understand the movement rules (move, run, shift, charge, slide, push, pull) and the conditions (slowed, immobilized, restrained, dazed, stunned, helpless, weakened) and the actions you have availble (Standard, Move, Minor, Immediate Reaction or Interrupt, Opportunity Actions, Opportunity Attacks, Basic Attacks). You will not always know everything about a specific condition. That is okay. This is a game you play for fun, it's not a homework or even a test of your rules knowledge. But for these case, have the places where they are described marked or readied. o Know your Specifics. What do your class abilities do? What powers do you know and how do they work. You don't need to know the specifics of powers you don't have or that other PCs have (it can help, but it's most important that you know what you can do.) Know where to find their description, know which power you have still available to you. Power Cards, Tokens, bookmarks in your PHB, they can all go a long way to make things run smoother. o Understand your role(s). The role is described in the class description, but try to understand not only what you are supposed to do, but how your class makes it possible for you to do so. Also learn what secondary roles your class has. (Paladin is Defender + Leader, Fighter is Defender + Striker). And remember - with the right feats and multiclass choices, your role might actually or you can at least give it a different spin. Your role typically provide you with certain decisions to make, but your class also has a big effect on this. For example, a Fighter will try to get surrounded by a lot of opponents and keep them "sticky" to himself. A Shielding Swordmage looks at things very differently - he actually doesn't want his marked enemies to stay close to him, because only if the attack someone else, he can use his Shielding Aegis and negate his enemies damage potential. All these are "basics". Basics of the game, basics of your class, basics of your characters. But there is more. You can learn to read a combat situation quickly to make your choices quick and yet matter strongly. This kind of "Smart Play" can be very rewarding. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
"How to run a PC quick, clean and effective - Forked Thread: (...prevent Grindspace!)
Top