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General Tabletop Discussion
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Removing the HP Bloat
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<blockquote data-quote="Oofta" data-source="post: 7884007" data-attributes="member: 6801845"><p>We had a typical mix of classes. Barbarian, fighter, rogue, cleric a couple of casters. </p><p>One of the players was a newbie, the others had a mix of experience.</p><p></p><p>One of the things I did to encourage faster play was to limit table talk and to encourage people to roll ahead if they could. For the guy that was slow at math (he ran a fighter) I had him use average damage (round up) and we just worked out a little chart for him. We did the same for spells that had a lot of damage die (i.e. meteor storm).</p><p></p><p>I did have one guy that would take five to ten minutes per turn so I would help him out a bit and point out obvious options. He was a smart guy, it's just that he suffered from a bad case of analysis paralysis. He would always look for the optimal choice and hated "just" attacking with his paladin.</p><p></p><p>Basically I limited the amount of time players could take, explaining that in the middle of combat they can't sit and do extended analysis. YMMV based on what's fun for you and your group.</p><p></p><p>Beyond that we'd have to discuss specifics, which is probably a separate thread.</p><p></p><p>As far as my suggestions for monsters, it's something I do now and then when I want to have minion-like monsters as a change of pace or as support type monsters. </p><p></p><p>There's nothing wrong with your suggestions, I just find a minor tweak behind the DM's screen to be easier to implement.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7884007, member: 6801845"] We had a typical mix of classes. Barbarian, fighter, rogue, cleric a couple of casters. One of the players was a newbie, the others had a mix of experience. One of the things I did to encourage faster play was to limit table talk and to encourage people to roll ahead if they could. For the guy that was slow at math (he ran a fighter) I had him use average damage (round up) and we just worked out a little chart for him. We did the same for spells that had a lot of damage die (i.e. meteor storm). I did have one guy that would take five to ten minutes per turn so I would help him out a bit and point out obvious options. He was a smart guy, it's just that he suffered from a bad case of analysis paralysis. He would always look for the optimal choice and hated "just" attacking with his paladin. Basically I limited the amount of time players could take, explaining that in the middle of combat they can't sit and do extended analysis. YMMV based on what's fun for you and your group. Beyond that we'd have to discuss specifics, which is probably a separate thread. As far as my suggestions for monsters, it's something I do now and then when I want to have minion-like monsters as a change of pace or as support type monsters. There's nothing wrong with your suggestions, I just find a minor tweak behind the DM's screen to be easier to implement. [/QUOTE]
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Removing the HP Bloat
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