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Professional GM Diary: Pre Planning part 3
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<blockquote data-quote="Captain_Commando" data-source="post: 4672536" data-attributes="member: 71848"><p>With the "battle challenges", there will be always be more than one way to end the encounters in this campaign. Combined with careful use of minions vs. regular/elite/solo monsters, and making sure that I "act" them out appropriately, I should be able to keep good time while keeping the players satisfied.</p><p>When I first DMed with 4e, my biggest mistake was not properly utilizing the minion concept. That made combats last longer than they should have.</p><p></p><p>Some "battle challenges" may result in defeating enemies as well. For example, keeping a giant crab occupied in the middle of a room so that a party member can hit a switch that opens a large trap door in the floor under the crab...cinematic narrative ensues, and the party moves on the next step in their adventure.</p><p></p><p>I'm considering a progressive time limit for each player to make decisions during his or her turn. After 1 or 2 minutes, only at-will or basic attacks/utilities can be used. After 2 or 3 minutes, only move and minor actions can be used.</p><p>...Maybe. I think I'll make this an option for the players to decide each session.</p><p></p><p>I'm thinking about doing a 5-10 minute quick review of the rules at the beginning of the session so that players can make decisions faster.</p><p></p><p>With the labeled hot spots on the map, it should help pace the non-combat wanderings of the party to give more time for combat and skill challenges.</p><p></p><p>Since character creation will be done out of session, I won't have to worry about that eating up time either.</p></blockquote><p></p>
[QUOTE="Captain_Commando, post: 4672536, member: 71848"] With the "battle challenges", there will be always be more than one way to end the encounters in this campaign. Combined with careful use of minions vs. regular/elite/solo monsters, and making sure that I "act" them out appropriately, I should be able to keep good time while keeping the players satisfied. When I first DMed with 4e, my biggest mistake was not properly utilizing the minion concept. That made combats last longer than they should have. Some "battle challenges" may result in defeating enemies as well. For example, keeping a giant crab occupied in the middle of a room so that a party member can hit a switch that opens a large trap door in the floor under the crab...cinematic narrative ensues, and the party moves on the next step in their adventure. I'm considering a progressive time limit for each player to make decisions during his or her turn. After 1 or 2 minutes, only at-will or basic attacks/utilities can be used. After 2 or 3 minutes, only move and minor actions can be used. ...Maybe. I think I'll make this an option for the players to decide each session. I'm thinking about doing a 5-10 minute quick review of the rules at the beginning of the session so that players can make decisions faster. With the labeled hot spots on the map, it should help pace the non-combat wanderings of the party to give more time for combat and skill challenges. Since character creation will be done out of session, I won't have to worry about that eating up time either. [/QUOTE]
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