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How we Speed up our Encounters -- what about you?
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<blockquote data-quote="weem" data-source="post: 4903897" data-attributes="member: 9470"><p>Nice, sounds like it is working out well then <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><p></p><p>As for the KO problem of players (who are unconcious) being able to jump back up again that's too bad - It is a rare thing in my games, but since it really just equates to someone getting one more attack that encounter (assuming they are only dropped once) it doesn't bother me (in my games).</p><p></p><p>You could easily fix that though by forcing KO'd players to go first by rolling their death save (which ends their turn).</p><p></p><p>Good stuff, glad to see someone try it out and come back to relay the story!</p></blockquote><p></p>
[QUOTE="weem, post: 4903897, member: 9470"] Nice, sounds like it is working out well then ;) As for the KO problem of players (who are unconcious) being able to jump back up again that's too bad - It is a rare thing in my games, but since it really just equates to someone getting one more attack that encounter (assuming they are only dropped once) it doesn't bother me (in my games). You could easily fix that though by forcing KO'd players to go first by rolling their death save (which ends their turn). Good stuff, glad to see someone try it out and come back to relay the story! [/QUOTE]
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How we Speed up our Encounters -- what about you?
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