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Speeding up combat?
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<blockquote data-quote="Rune" data-source="post: 5375831" data-attributes="member: 67"><p>Interesting. I have found that 4E is so tactics-oriented that combats are <em>much</em> longer than combats in 3.x were--and less encouraging of creative adaptation on the field. Part of that, though is playing with tactics-oriented players (in the end, I had to split into two groups--the tactics group and the role-playin' group--both 4E, the latter much looser with the rules.</p><p> </p><p></p><p></p><p>I've done that for a decade. It works well for the tactics-oriented folk, but I almost lost a good and reliable role-player over it. And I didn't even think I was being that harsh.</p><p></p><p>In the end, we came up with a system that rewarded readiness instead of penalizing the lack--if, when the DM says, "it's your turn," the player is ready, the player takes a "<em>+1 to-anything-token</em>" which can be used at any time as a no-action, can be used cumulatively, and lasts until the end of the encounter. If the player forgets to take a token, clearly s/he wasn't ready.</p><p></p><p>This has worked well for the role-players, but would be abused to no end by the tactics-guys.</p><p></p><p>There are quite a few other things I've done with the role-player group to streamline things, but I've already gone a bit off-topic, so I'll save those for another discussion.</p></blockquote><p></p>
[QUOTE="Rune, post: 5375831, member: 67"] Interesting. I have found that 4E is so tactics-oriented that combats are [i]much[/i] longer than combats in 3.x were--and less encouraging of creative adaptation on the field. Part of that, though is playing with tactics-oriented players (in the end, I had to split into two groups--the tactics group and the role-playin' group--both 4E, the latter much looser with the rules. I've done that for a decade. It works well for the tactics-oriented folk, but I almost lost a good and reliable role-player over it. And I didn't even think I was being that harsh. In the end, we came up with a system that rewarded readiness instead of penalizing the lack--if, when the DM says, "it's your turn," the player is ready, the player takes a "[i]+1 to-anything-token[/i]" which can be used at any time as a no-action, can be used cumulatively, and lasts until the end of the encounter. If the player forgets to take a token, clearly s/he wasn't ready. This has worked well for the role-players, but would be abused to no end by the tactics-guys. There are quite a few other things I've done with the role-player group to streamline things, but I've already gone a bit off-topic, so I'll save those for another discussion. [/QUOTE]
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