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General Tabletop Discussion
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Managing a large group of players
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<blockquote data-quote="malraux" data-source="post: 4862006" data-attributes="member: 24352"><p>7 players is, IMO, too many. Any way to bring it down by 2 or even 1 would help significantly (ie if two players can only make it half the time have them share a single character). That said, yes, you must have larger areas. I would also ban anything that adds another "ally". IE no beastmaster ranger, whatever the PHB2 class that gets a spirit animal, no summoner wizard. The board gets too cramped.</p><p></p><p>I would recommend several things to speed up initiative. First, a player handles initiative. He will call out who's turn it is and who is on deck. If the person who's turn it is doesn't know their action, they auto delay. The person who is on deck handles start of turn issues (mainly ongoing damage and regen). A person hands off their turn to someone else, then does their end of turn stuff (ie saves). In addition, the healers heal during their end of turn phase (ie the dice rolling and giving the info to the other player).</p><p></p><p>Based on my experience, the largest time suck during a person's turn that really doesn't matter to everyone else is adjusting HP. It takes time to add/subtract in head, erase and remark the sheet, etc, and really doesn't matter to anyone other than the person doing the healing. Whenever possible, that should move to outside the group focus of the turn.</p></blockquote><p></p>
[QUOTE="malraux, post: 4862006, member: 24352"] 7 players is, IMO, too many. Any way to bring it down by 2 or even 1 would help significantly (ie if two players can only make it half the time have them share a single character). That said, yes, you must have larger areas. I would also ban anything that adds another "ally". IE no beastmaster ranger, whatever the PHB2 class that gets a spirit animal, no summoner wizard. The board gets too cramped. I would recommend several things to speed up initiative. First, a player handles initiative. He will call out who's turn it is and who is on deck. If the person who's turn it is doesn't know their action, they auto delay. The person who is on deck handles start of turn issues (mainly ongoing damage and regen). A person hands off their turn to someone else, then does their end of turn stuff (ie saves). In addition, the healers heal during their end of turn phase (ie the dice rolling and giving the info to the other player). Based on my experience, the largest time suck during a person's turn that really doesn't matter to everyone else is adjusting HP. It takes time to add/subtract in head, erase and remark the sheet, etc, and really doesn't matter to anyone other than the person doing the healing. Whenever possible, that should move to outside the group focus of the turn. [/QUOTE]
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