How we Speed up our Encounters -- what about you?

Bodhiwolff

First Post
I love 4E. In fact, I had given up on D&D over a decade ago until 4E came along! However, with all of the additional combat options, riders on powers, tactical decisions, and basic all-around-wonderful *stuff* at our disposal, it came as no surprise that our combats slowed down, and the game just tended to get a tad slow at times.
So here is a list of the techniques we adopted to speed things up. I encourage others to post their own tricks, techniques, and modifications.

Now, we play with the rules-as-written, so I’d love to hear what people are doing to play a fast, tight game of 4E without modifying the actual rules, or changing the damage value, etc.

1. The 30-second Rule. Each player has 30 seconds to make their decision until their dice must hit the table. If they fail to have dice hit the table before the timer reaches the mark, they automatically are put on “all out defense” for that round. And use a timer to keep people honest, and keep the momentum up. We found that we can cut the time for an encounter in HALF by adhering to this simple rule. Granted, after the dice hit the table, there are often some pauses to do calculations, perform secondary actions, etc., but at the end of the day this one little rule has sped things up incredibly, and made things more fun!

2. Power Cards with pre-calculated Values. Nothing slows things down quite so much as looking up rules and performing calculations. Things go *much* more smoothly if you have power cards *with pre-calculated values* on them. Sure, we all think that the math is simple and easy, but in the heat of the moment, an awful lot of time will be spent doing stupid little calculations, each and every round, when it’d be so much simpler to read “1d20+15 To Hit; 1d8+12 damage; slide enemy one square on hit”

3. Condition Placards. One of my players showed up one day with a set up stand-up placards, each of which has the rules for a condition on them. One side will say “I am Blinded” (to face the table) and the other says “You are Blinded”(to face the afflicted player). Each side summarizes all of the rules and modifiers which apply. Having these little placards saves a *ton* of time from looking up rules, but also stops us forgetting various conditions, or having to go back and re-do various actions when something gets forgotten.

4. Transparency. I am an old-school gamer who cut his teeth way back in the early 80’s, when the DMG was the forbidden book for players, and when only the DM *really* knew how the game was played. It took me a long time to learn that “not knowing” is not the same thing as “mysterious”, and therefore doesn’t actually add to the fun-factor. Instead, we’ve adopted a full transparency model for our games. When a creature is bloodied, I tell the players the bloodied and full-hitpoint values. When the players first attack a creature, I tell them the AC they need to hit. I point-blank tell the players that “these 3 guys are wearing poor armour and acting untrained”, so they know which monsters are minions. This sort or transparency has done wonders for speeding things up, and hasn’t diminished the mystery or wonder one little bit!

5. Delegation. There are 5 players at the table, each of which is really only busy during their own turn. The rest of the time, everybody has time to do a job or two. One person tracks initiative, and announces to the next character or monster that they are next, and also warns the person who is “on deck” after that. One person tracks all of the monster damage. One person handles tokens, markers, and various on-grid condition markers. This leaves the DM to simply move about miniatures and roll damage dice.

6. Etiquette and Protocol – the Procedure! We have found that it is necessary for players to adopt a certain set of steps in their turn, in order to make sure that we’re not wasting time. Players roll both their “to-hit” dice and “damage” dice *at the same time*. Players hold the power card they’re using in their hand, so they can refer to it quickly if necessary. Or, if they get up from their chair to move miniatures and such, they take the card and dice with them, so they don’t have to shuttle back-and-forth in order to finish their turn. All of these *seem* like tiny little fiddly rules, but added all together they shave a good deal of time off everybody’s turn.

7. “Just Go With It!” There can be a tendency to try to get things perfectly, and to become over-focused on the minutiae of rules. If, however, everybody agrees that a more expedient game means a more fun game, then everybody agrees to hold their corrections, rules lookups, and other interruptions until the next break. The DM makes an adjudication, and everybody agrees to run with it. If you have an objection, look it up during the break, but don’t waste game-time doing it. Everybody has to share this attitude, and it is predicated on the understanding that we’re all here to have fun as a group, and part of the fun is *getting stuff done*!

8. Player Mats. We found that having simplified, pre-calculated player mats, without all of the character-generation details, makes looking up the appropriate values much quicker. During gametime, the important stuff to know is what your surge value is, what your Acrobatics check is, and so forth. You don’t need to know your equipment, or your feats, or your languages. If you *do* need that information, you can look it up on your conveniently stored character sheet. But for actual *play*, have a summarized, distilled set of pre-calculated values good to go. These wind up being fairly minimalistic, and therefore finding the values on these mats is speedy and efficient. We use mats because we like to use poker chips (in two piles) for hit points, which speeds healing up because everybody can see *directly* how wounded each character is. When one stack is gone, you’re bloodied, and when they’re all gone, you’re dead. Whites are one point, reds are five, blues are ten, and blacks are temporary. Speedy and simple. No fussing about with erasers and pencils, and more time for play!

So these are the sorts of things we’ve adopted to speed up our game. With all of these factors in play, we’ve cut our encounter time down to about 45 minutes for a full-on encounter (which, according to the official dungeon-delve competition rules, is the official time-limit).
Does anybody else have some good tips?
 
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This one is related to #1 in your list (limiting time to resolve your turn). We do not go with a time limit - instead, we use a different initiative method (there was a name for it somewhere, but I forgot). Basically PC's roll to beat creatures. Those who beat them go (if any do) then the creatures go (all of them) then back to ALL PC's including those who got to go before the creatures and we then repeat from here, Creatures > PC's > Creatures > PC's etc.

Players decide amongst themselves who is going to go, who follows next etc. It keeps everyone engaged, and those who are not quite ready figure it out while the others go. It also allows for more player strategy (you go here, then i will go here and do this) etc. It's all per RAW since a) everyone can delay and b) you can shout commands as free actions.

This method sped our encounters up enough that nothing else needed to be done. It's become one person after the next after the next - bam bam bam, no real downtime between each persons actions.

As for the rest...

2. Power Cards with pre-calculated Values -- yea, my players (as well as me when I play) print our characters from the character generator which pre-calculates just about everything, so that does help.

3. Condition Placards. -- I have thought about something like this, but I have counters for all conditions and we just drop em under the appropriate fig - and we have played enough games that we know the rules for each pretty well.

4. Transparency. -- I don't share numbers (HP, AC, etc) - it's easy enough to figure out what works best after a few rounds. After people have attacked AC enough, I suppose I do start telling them what it is they need to beat.

5. Delegation. -- Our encounters are fast enough that I don't assign anyone any tasks, but one player does tend to handle the conditions etc. I have no trouble doing the rest.

6, 7, and 8 -- These are not things we do, but it sounds like they work for you!


I think one of the things that really helps a lot is simply practice. My players have played 23-24 games (4e) in my current campaign, and those players and myself play in 2 other campaigns (and I play in another with completely different people) - we have many 4e games under our belts, I think, when you look at how long the game (4e) has been out. I play/run 2-3 games a week. That experience really helps when it comes to the speed at which you push through encounters. Of course things slow a bit when you are playing something new, but once you have a lot of time with the system it gets pretty quick (at least fast enough that we don't have complaints).

Thanks for sharing your techniques btw!

;)
 

This one is related to #1 in your list (limiting time to resolve your turn). We do not go with a time limit - instead, we use a different initiative method (there was a name for it somewhere, but I forgot). Basically PC's roll to beat creatures. Those who beat them go (if any do) then the creatures go (all of them) then back to ALL PC's including those who got to go before the creatures and we then repeat from here, Creatures > PC's > Creatures > PC's etc.

Players decide amongst themselves who is going to go, who follows next etc. It keeps everyone engaged, and those who are not quite ready figure it out while the others go. It also allows for more player strategy (you go here, then i will go here and do this) etc. It's all per RAW since a) everyone can delay and b) you can shout commands as free actions.

This sounds intriguing. What is the number to beat the monsters based off of? Also, reading what you said, it sounds like there is the potential for some PCs to get an extra turn in there? How has that worked out for you? I could see players getting jealous of the person with a huge initiative bonus who always gets an extra turn in an encounter. (Or maybe I'm not reading correctly).

Any more details on this initiative system would be appreciated!

...

Anyway, thanks for the tips. I generally have a player track initiative, but I still keep the mystery about defenses until they've attacked them a little bit and narrowed down to a 3-4 point range for what they need to hit. Tracking monster HP myself isn't a big deal since I'm not doing anything else while the PCs are hitting the monsters.
 

This sounds intriguing. What is the number to beat the monsters based off of?

Initiative roll - I roll once based on the creature with the highest bonus, but if you wanted you could average the bonuses and roll once with that bonus, or go with the lowest, or roll for each group (a roll for the lurkers and a roll for the brutes) and choose the highest/lowest -- however you feel like doing it, you get the idea.

Also, reading what you said, it sounds like there is the potential for some PCs to get an extra turn in there? How has that worked out for you? I could see players getting jealous of the person with a huge initiative bonus who always gets an extra turn in an encounter. (Or maybe I'm not reading correctly).

This is a non issue. Encounters end at different points all the time effectively "shorting" some people a turn, or allowing others an extra (however you wanna look at it). In the end it's all the same. No one counts them using the standard method, but if they did you will have some who got one more turn depending on when the last mob was killed and who was "supposed" to go after them, etc.

--- edit ---

As I said, this works as per RAW because your players could basically tell you "we all delay till all the monsters have gone", and then they could all go at the same time (one after the other) using free actions to shout commands "yo go here" "ok, then bob here" etc.

And FYI, this was not my idea - it came up in a post here at ENW some time ago. It sounded good to me and has worked very VERY well for us.
 
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Initiative roll - I roll based on the creature with the highest bonus



This is a non issue. Encounters end at different points all the time effectively "shorting" some people a turn, or allowing others an extra (however you wanna look at it). In the end it's all the same. No one counts them using the standard method, but if they did you will have some who got one more turn depending on when the last mob was killed and who was "supposed" to go after them, etc.

Good point. I thought about that and had just come back to edit my post. :P

I'll have to run this by my group. I just have a feeling that the "extra turn" issue would be raised, which I think is why I immediately jumped to it before I thought about it.
 

I just have a feeling that the "extra turn" issue would be raised, which I think is why I immediately jumped to it before I thought about it.

You could kind of think of it as a surprise round of sorts, for whichever PCs go ahead of all the monsters.
 

I'll have to run this by my group. I just have a feeling that the "extra turn" issue would be raised, which I think is why I immediately jumped to it before I thought about it.

Like I said, it doesn't really matter.

Keep using the current system and have them count how many turns they get. In some cases they will all get the same... in most, there will be some who get one more -- all depends on the order and when the last creature is killed.

EX: Initiative order...

mob1
pc1
mob2
mob3
pc2
pc3
mob4
pc4


Whenever pc4 finishes his turn, they have all had the same number of attacks... but say mob3 is the last standing, and he is killed by pc2... encounter is over... but pc3 and pc4 didn't go this turn... so pc1 and pc2 had one more turn effectively.

Using the standard method, there will be people who get one more round in some (many) cases.

Using this method there will be cases (though not often) where not only does someone get the one more turn, but they also happened to go before the mobs so they effectively got 2 more than some, and 1 more than some.

It doesn't matter in the grand scheme of things (imo) and I feel it all evens out in the end... sure someone with an abnormally high init bonus may come out on top more often than others... but then again, shouldn't they?
 


That is a really cool way of doing initiative. I may have to adopt that. It would make things so much easier from a bookkeeping perspective.

So just to clarify:

1. DM rolls for the monster with the highest initiative vs. the individual initiatives of all the PCs.
2. PCs who roll above the monster go first in any order (essentially getting a surprise round for reacting so quickly.
3. Then all the monsters go, in any order.
4. Then all the PCs go (including the ones who already acted) in any order.
5. Repeat 3 and 4 until the end of the combat.

I really like this. It saves so much time rolling for each monster (or group of similar monsters), writing everything down, remembering whose turn it is, etc.

Also the freedom of being able to act in any order, either as the PCs, or as the monsters, makes the ability to pull off power combos requiring multiple characters that much easier. It seems like it would add both speed and excitement to combat.

This is one of those "AHA!" moments where I feel like smacking myself on the forehead for not doing this years ago. :)
 

One question, though. For powers that last until the end of your next turn, how do you prevent PCs from gaming the system?

For example, PC with a stun until the end of your next turn power stuns a monster at the beginning of the PCs turn. Then all the other PCs go. Then the monsters go. Then all the PCs go again, and then finally the PC who originally stunned the monster goes last. Essentially stunning the monster (or whatever) for two full rounds of PC actions.

Or do you just embrace such things and have the monsters do it right back?

I suppose one way to rule it might be that all such affects end on the following group's turn. So if you effect a monster with a turn ends power then it always lasts for the rest of the current turn and the next one. For example, PCs take their turn and stun the monster. Monster's turn and the monster is stunned. End of monster's turn and monster is unstunned. Also, if the monster is stunned on its turn as part of a reaction or interrupt, then the stun lasts through its turn and until the end of the following PC's turn. That seems fair and would minimize excessively metagaming the system.
 
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