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How we Speed up our Encounters -- what about you?
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<blockquote data-quote="weem" data-source="post: 4867825" data-attributes="member: 9470"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>As for the rest...</p><p></p><p><strong>2. Power Cards with pre-calculated Values</strong> -- 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.</p><p></p><p><strong>3. Condition Placards.</strong> -- 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.</p><p></p><p><strong>4. Transparency.</strong> -- 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.</p><p></p><p><strong>5. Delegation.</strong> -- 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.</p><p></p><p><strong>6, 7, and 8</strong> -- These are not things we do, but it sounds like they work for you!</p><p></p><p></p><p>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).</p><p></p><p>Thanks for sharing your techniques btw!</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="weem, post: 4867825, member: 9470"] 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... [B]2. Power Cards with pre-calculated Values[/B] -- 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. [B]3. Condition Placards.[/B] -- 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. [B]4. Transparency.[/B] -- 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. [B]5. Delegation.[/B] -- 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. [B]6, 7, and 8[/B] -- 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! ;) [/QUOTE]
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