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General Tabletop Discussion
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Removing the HP Bloat
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<blockquote data-quote="Blue" data-source="post: 7884763" data-attributes="member: 20564"><p>You've got a good point about lots of small things to en-quicken everyone's turn. Charts with the math worked out. Two players in a game I'm in love spell cards - no flipping. Knowing when you're on-deck and planning your action.</p><p></p><p>One of my characters in a 9th level barbarian with a flametongue glaive the DM gave me and PAM. So I can do different damage for rage, no rage, flaming (the bonus action to ignite often doesn't happen until later in combat) or not, critical (with barbarian's Brutal Critical feature), and then the bonus action butt-end attack with a different damage die. I have a quick chart of my damage for the different cases and weapons, I have color coded dice for normal vs. fire damage, and when I roll my attack I roll my damage dice at the same time - plus I have already separated out pile of "it's a crit" for me to roll and add in. Even with up to three attacks and various complexity, it runs smooth and quickly.</p><p></p><p>It's funny - one game where everyone's turn took forever, one of the elements was self-reinforcing. Because it took forever to get back to your action (we had one very slow player), some players would check out and not be following along, so they'd need recaps which means it took even longer and then other players would end up checked out because it took so long, until everyone needed a recap and it was one action every half an hour.</p><p></p><p>But in the games I play now, each player's turn is sub 1 minute, sometimes <30 seconds, and because of that everyone stays on target and not checking their phones or whatever, which means they are ready and things stay speedy. So there's a cascade effect to everyone buying into the small optimizations to speed their turn.</p></blockquote><p></p>
[QUOTE="Blue, post: 7884763, member: 20564"] You've got a good point about lots of small things to en-quicken everyone's turn. Charts with the math worked out. Two players in a game I'm in love spell cards - no flipping. Knowing when you're on-deck and planning your action. One of my characters in a 9th level barbarian with a flametongue glaive the DM gave me and PAM. So I can do different damage for rage, no rage, flaming (the bonus action to ignite often doesn't happen until later in combat) or not, critical (with barbarian's Brutal Critical feature), and then the bonus action butt-end attack with a different damage die. I have a quick chart of my damage for the different cases and weapons, I have color coded dice for normal vs. fire damage, and when I roll my attack I roll my damage dice at the same time - plus I have already separated out pile of "it's a crit" for me to roll and add in. Even with up to three attacks and various complexity, it runs smooth and quickly. It's funny - one game where everyone's turn took forever, one of the elements was self-reinforcing. Because it took forever to get back to your action (we had one very slow player), some players would check out and not be following along, so they'd need recaps which means it took even longer and then other players would end up checked out because it took so long, until everyone needed a recap and it was one action every half an hour. But in the games I play now, each player's turn is sub 1 minute, sometimes <30 seconds, and because of that everyone stays on target and not checking their phones or whatever, which means they are ready and things stay speedy. So there's a cascade effect to everyone buying into the small optimizations to speed their turn. [/QUOTE]
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