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D&D Older Editions, OSR, & D&D Variants
The 4E combat poll: grind and more!
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<blockquote data-quote="Aulirophile" data-source="post: 5217445" data-attributes="member: 86312"><p>Needs an option for "Combat would be fine if people played they I do" tbh.</p><p></p><p>My groups play (where I am a PC) sped up considerably when they started rolling the dice in front of me and I added their modifiers for them. I don't know what is so hard about writing down your modifiers, considering I even print them out power cards, but some people have a hard time with it. I have all their modifiers memorized. That alone shaved 1-3 minutes off per round. Some people find basic math or memorizing numbers hard, no reason to push them.</p><p></p><p>As a DM my total time per round that I am controlling creature is under a minute. I roll damage and hit together. I have one d20 that is dedicated to each PC, they are color coded. I have a cheat sheet of all their skill checks.</p><p></p><p>If you think play is going slowly, I encourage the following:</p><p></p><p>Get a consistent way of tracking things. Put one player who is generally on top of things in charge of conditions. Regardless of who inflicts them. It helps to have this player track initiative as well. </p><p></p><p>Announce the <em>next </em>person's turn during each end of turn. The person whose turn it is now will be ready with their action, and the person after that will start getting ready. Give them 10 seconds to declare their action and a minute total to resolve their turn (barring any rules questions, which the DM should make a snap decision on and check later, don't open up books during play. Having a different player check, like the one who just went, is acceptable... but stick with your ruling for this fight.).</p><p></p><p>Find ways to speed stuff up. As a Warden, I roll my Font of Live save while the previous turn is going. I don't apply it till they are done, but knowing whether or not I saved helps me plan my turn. </p><p></p><p>After the first round, players should delay until they are going together. This speeds up fights for multiple reasons, and makes the tactical aspect of the game more enjoyable.</p><p></p><p>Optimize your party. A single optimized striker can reduce a fight from 10 rounds to 5 with a little party support. In addition to the big numbers, which is fun for everyone, it speeds things up <em>and </em>makes the party feel heroic.</p><p></p><p>For reference, I run my actual party through encounters I plan as a DM (just in case I'm royally screwing them over..I challenge my PCs, but the line between auto-TPK and "..we.. lived..." is narrow). I play both sides. It takes me, at most, 10 minutes to do any given encounter this way. Granted with one person all sorts of shortcuts are employable, but there is no reason that 5-6 people working together should be slower then one person doing it by themselves.</p></blockquote><p></p>
[QUOTE="Aulirophile, post: 5217445, member: 86312"] Needs an option for "Combat would be fine if people played they I do" tbh. My groups play (where I am a PC) sped up considerably when they started rolling the dice in front of me and I added their modifiers for them. I don't know what is so hard about writing down your modifiers, considering I even print them out power cards, but some people have a hard time with it. I have all their modifiers memorized. That alone shaved 1-3 minutes off per round. Some people find basic math or memorizing numbers hard, no reason to push them. As a DM my total time per round that I am controlling creature is under a minute. I roll damage and hit together. I have one d20 that is dedicated to each PC, they are color coded. I have a cheat sheet of all their skill checks. If you think play is going slowly, I encourage the following: Get a consistent way of tracking things. Put one player who is generally on top of things in charge of conditions. Regardless of who inflicts them. It helps to have this player track initiative as well. Announce the [I]next [/I]person's turn during each end of turn. The person whose turn it is now will be ready with their action, and the person after that will start getting ready. Give them 10 seconds to declare their action and a minute total to resolve their turn (barring any rules questions, which the DM should make a snap decision on and check later, don't open up books during play. Having a different player check, like the one who just went, is acceptable... but stick with your ruling for this fight.). Find ways to speed stuff up. As a Warden, I roll my Font of Live save while the previous turn is going. I don't apply it till they are done, but knowing whether or not I saved helps me plan my turn. After the first round, players should delay until they are going together. This speeds up fights for multiple reasons, and makes the tactical aspect of the game more enjoyable. Optimize your party. A single optimized striker can reduce a fight from 10 rounds to 5 with a little party support. In addition to the big numbers, which is fun for everyone, it speeds things up [I]and [/I]makes the party feel heroic. For reference, I run my actual party through encounters I plan as a DM (just in case I'm royally screwing them over..I challenge my PCs, but the line between auto-TPK and "..we.. lived..." is narrow). I play both sides. It takes me, at most, 10 minutes to do any given encounter this way. Granted with one person all sorts of shortcuts are employable, but there is no reason that 5-6 people working together should be slower then one person doing it by themselves. [/QUOTE]
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