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Speeding up combat
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<blockquote data-quote="Elder-Basilisk" data-source="post: 3503948" data-attributes="member: 3146"><p>Justin's link has a lot of good suggestions. Here are a few more:</p><p></p><p>1. Don't let every PC's turn become a group discussion. Cast fireball on the orcs. No, haste us. He can't do that, we're not all within 30 feet. Well then leave the archer out. No, leave yourself out; the archer's is the most important person to haste. Five minutes later, one spell has been cast.</p><p></p><p>Try to get players to manage their own turns by themselves and decide what to do by themselves. This will make things a bit more challenging for the party as inevitably someone will not have been paying attention to where the others were concentrating their attacks or will simply be a tactical moron guaranteed to make the worst decision at every opportunity. However, it will speed up play and will serve to create chaotic, combats that show the opportunity for role playing rather than becoming simply a tactical game when the minis hit the table.</p><p></p><p>2. Insitute a statute of limitations on numbers. Did the archer forget to add prayer to his damage? Tell him to remember next time; since it has passed the next initiative count, the statute of limitations has expired and numbers stand whether or not they are correct.</p><p></p><p>3. Encourage your players to all keep a running total of their bonuses. If there is a mass bull's strength and a bardsong (which doesn't stack with the hero's feast) and a recitation up, the PCs attack and damage figures will be very different from what they usually are. However, if the players insist on going through the math every time they roll a die, combats will be interminable. If they add it up to produce a stat set (Ordinarily +13/+8 to hit for 1d6+6+2d6 (holy), but with the buffs above, it's +20/+15 to hit for 1d6+10+2d6 (holy)), they only have one mathematical operation to do to figure out what their attack roll is and another for damage and it will go much more smoothely.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 3503948, member: 3146"] Justin's link has a lot of good suggestions. Here are a few more: 1. Don't let every PC's turn become a group discussion. Cast fireball on the orcs. No, haste us. He can't do that, we're not all within 30 feet. Well then leave the archer out. No, leave yourself out; the archer's is the most important person to haste. Five minutes later, one spell has been cast. Try to get players to manage their own turns by themselves and decide what to do by themselves. This will make things a bit more challenging for the party as inevitably someone will not have been paying attention to where the others were concentrating their attacks or will simply be a tactical moron guaranteed to make the worst decision at every opportunity. However, it will speed up play and will serve to create chaotic, combats that show the opportunity for role playing rather than becoming simply a tactical game when the minis hit the table. 2. Insitute a statute of limitations on numbers. Did the archer forget to add prayer to his damage? Tell him to remember next time; since it has passed the next initiative count, the statute of limitations has expired and numbers stand whether or not they are correct. 3. Encourage your players to all keep a running total of their bonuses. If there is a mass bull's strength and a bardsong (which doesn't stack with the hero's feast) and a recitation up, the PCs attack and damage figures will be very different from what they usually are. However, if the players insist on going through the math every time they roll a die, combats will be interminable. If they add it up to produce a stat set (Ordinarily +13/+8 to hit for 1d6+6+2d6 (holy), but with the buffs above, it's +20/+15 to hit for 1d6+10+2d6 (holy)), they only have one mathematical operation to do to figure out what their attack roll is and another for damage and it will go much more smoothely. [/QUOTE]
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