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
*TTRPGs General
How we Speed up our Encounters -- what about you?
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="Bodhiwolff" data-source="post: 4867658" data-attributes="member: 71196"><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">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.</span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">1.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">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!</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">2.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">Power Cards with pre-calculated Values. Nothing slows things down quite so much as looking up rules and performing calculations. </span><span style="font-size: 12px">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”</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">3.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">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.</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">4.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">This sort or transparency has done wonders for speeding things up, and hasn’t diminished the mystery or wonder one little bit!</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">5.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">This leaves the DM to simply move about miniatures and roll damage dice.</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">6.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">All of these *seem* like tiny little fiddly rules, but added all together they shave a good deal of time off everybody’s turn.</span></span></span></p><p></p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">7.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">“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. </span><span style="font-size: 12px">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*!</span></span></span></p><p> </p><p><span style="color: white"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><span style="font-size: 12px">8.</span></span> </span><span style="font-family: 'Calibri'"><span style="font-size: 12px">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. </span><span style="font-size: 12px">No fussing about with erasers and pencils, and more time for play!</span></span></span></p><p> </p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">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).</span></span></span></p><p><span style="font-family: 'Calibri'"><span style="font-size: 12px"><span style="color: white">Does anybody else have some good tips?</span></span></span></p></blockquote><p></p>
[QUOTE="Bodhiwolff, post: 4867658, member: 71196"] [FONT=Calibri][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]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.[/COLOR][/SIZE][/FONT] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]1.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]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. [/SIZE][SIZE=3]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![/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]2.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]Power Cards with pre-calculated Values. Nothing slows things down quite so much as looking up rules and performing calculations. [/SIZE][SIZE=3]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”[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]3.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=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. [/SIZE][SIZE=3]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.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]4.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]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. [/SIZE][SIZE=3]This sort or transparency has done wonders for speeding things up, and hasn’t diminished the mystery or wonder one little bit![/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]5.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]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. [/SIZE][SIZE=3]This leaves the DM to simply move about miniatures and roll damage dice.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]6.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]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. [/SIZE][SIZE=3]All of these *seem* like tiny little fiddly rules, but added all together they shave a good deal of time off everybody’s turn.[/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]7.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]“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. [/SIZE][SIZE=3]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*![/SIZE][/FONT][/COLOR] [COLOR=white][FONT=Calibri][FONT=Calibri][SIZE=3]8.[/SIZE][/FONT] [/FONT][FONT=Calibri][SIZE=3]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. [/SIZE][SIZE=3]No fussing about with erasers and pencils, and more time for play![/SIZE][/FONT][/COLOR] [FONT=Calibri][SIZE=3][COLOR=white]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).[/COLOR][/SIZE][/FONT] [FONT=Calibri][SIZE=3][COLOR=white]Does anybody else have some good tips?[/COLOR][/SIZE][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How we Speed up our Encounters -- what about you?
Top