Is This How it is Supposed to Be?

S

Sunseeker

Guest
Doesn't that get maddening on your turn? If you don't know who's dazed, slowed, immobilized, or whatever, how are you able to have team monster take any actions without a dozen interruptions/do-overs?

I get having the players track weird status effects (when I'm DMing, monsters under oddball effects get an * next to their names), but basic effects need to be obvious at my tables or it just gets frustrating.

To be honest, I don't have a lot of status-effect players. But the simple things like who can or cannot move I can keep track of in my head, I don't need to remember the specific effect because I've got a handy DM screen and memorizing 3-4 basic effects is pretty simple. It's special conditions like "if X then Y", or numbers and types of ongoing that I make my players remember.

For a while I gave everyone little slices of post-its when I used little paper-cut-out monsters to stick on them to help people remember effects, but that's harder with minis.
 

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adamc

First Post
Well, the length of 4e combats _is_ one of the biggest complaints about that version. An hour for a round is more than I've personally seen, but the combats _can_ definitely be long. There are things a DM can do to shorten the combats, but without that, as you go up in levels and the characters get more options, this is a natural problem with 4e.

(I like 4e, all things considered -- this is a weakness, but you can work around it.)
 

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