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<blockquote data-quote="Primitive Screwhead" data-source="post: 5083450" data-attributes="member: 20805"><p>Check out <a href="http://www.enworld.org/forum/general-rpg-discussion/267775-running-d-d-4th-edition-combats-quickly.html" target="_blank">MerricB's post</a> on faster combats in the general forum..</p><p></p><p>As for 9 players, the additional suggestions I have from my experience with 9 at the table are:</p><p></p><p>> Use the table as your initiative order, start at the left and work your way around. If someone wants to delay, have them move...</p><p></p><p>> Talk with your players before hand about how long combats can take if they are not ready. Explain it as a team deal where your actions can impact on the fun of others {I had a player wander off mid combat round, return a couple minutes later and still not miss anything <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> }</p><p> - Each player should have already decided what they are doing, set up thier dice {both attack and damage} and know what the power does. If thier planned action isn't there due to a monster dying, use an at-will and move on.</p><p></p><p>> No rules arguments. Write them down and move on.</p><p></p><p>> Monster damage pile for tons of critters. Instead of tracking each bad guys hit points exactly, track a pile of hitpoints and remove dead guys from the board based on which got hit most recently. {or which is most dramatically appropriate}</p><p></p><p>> instead of extra monsters, use traps and terrain to spice up and seperate the group.</p><p></p><p>> Use elites more often.</p><p></p><p>> Use monster cards to track what the monsters can do and write teh damage/conditions right on them.</p><p></p><p>These have worked for me, altho sometimes I needed to re-talk to the players about preparation at the table <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5083450, member: 20805"] Check out [url=http://www.enworld.org/forum/general-rpg-discussion/267775-running-d-d-4th-edition-combats-quickly.html]MerricB's post[/url] on faster combats in the general forum.. As for 9 players, the additional suggestions I have from my experience with 9 at the table are: > Use the table as your initiative order, start at the left and work your way around. If someone wants to delay, have them move... > Talk with your players before hand about how long combats can take if they are not ready. Explain it as a team deal where your actions can impact on the fun of others {I had a player wander off mid combat round, return a couple minutes later and still not miss anything :( } - Each player should have already decided what they are doing, set up thier dice {both attack and damage} and know what the power does. If thier planned action isn't there due to a monster dying, use an at-will and move on. > No rules arguments. Write them down and move on. > Monster damage pile for tons of critters. Instead of tracking each bad guys hit points exactly, track a pile of hitpoints and remove dead guys from the board based on which got hit most recently. {or which is most dramatically appropriate} > instead of extra monsters, use traps and terrain to spice up and seperate the group. > Use elites more often. > Use monster cards to track what the monsters can do and write teh damage/conditions right on them. These have worked for me, altho sometimes I needed to re-talk to the players about preparation at the table :) [/QUOTE]
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