GameDoc
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After reading Geek Ken's post on Thadeous's blog, I was inspired to reply with a blog post of my own. As it turns out, several other folks on this thread are of the same opinion as I am: The time-consuming part of combat is players (and the DM) deciding what they want to do, not rolling the dice and doing the math.
I say this in part because we use MapTool for my online Friday night game, which means that the computer does the math for us. I also say it because I've noticed combats being longer now that the PCs are 8th level compared to when they were 1st level. What's changed is that they have far more options at their disposal now than they did back then.
It takes time to mull over your options and make a decision, but that decision process is what I think a lot of people find to be fun about combat in 4e. They LIKE the tactics. Speeding up combat without taking that process away seems like it would be extremely difficult.
For the past few sessions in the game I run, I have halved the HP of monsters and doubled their damage so that combat goes quicker, but the PC's are still in danger of losing their own HP. It doesn't necessarily speed up the players' turns, but it cuts down on the number of turns needed to get through the combat.
The only problem I have noted is that I tend to use controllers as the monster leaders and they often don't have enough rounds to unleash all their powers or tactics. I am thinking about just giving all leaders an action point to let them set up their strategy before the PC's knock it to pieces.
I guess that makes my strategy to simply resign myself to the fact that player's are going to the biggest clock eaters in the equation and adjust the other factors to accommodate them.
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