Tips for expediting 4e Encounters?

tylerthehobo

Explorer
Say, in our weekly game, the DM and I were talking about the length of time we spend on 4e encounters, vs. the amount of time we spent on 3.5e encounters. Usually, we'd plow through 4-6 encounters for 3.5e in a 4 1/2 hour session with plenty of time for roleplaying and exploration, too. In 4E, though, we're finding that a typical play session has room for only 2-3 encounters, with players spending a lot of time working through their powers and strategy.

Any tips from other groups out there as to how to kind of pick up the pace in 4E? We're still having fun - we're just feeling like it's not going as fast as it could or should.
 

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Say, in our weekly game, the DM and I were talking about the length of time we spend on 4e encounters, vs. the amount of time we spent on 3.5e encounters. Usually, we'd plow through 4-6 encounters for 3.5e in a 4 1/2 hour session with plenty of time for roleplaying and exploration, too. In 4E, though, we're finding that a typical play session has room for only 2-3 encounters, with players spending a lot of time working through their powers and strategy.

Any tips from other groups out there as to how to kind of pick up the pace in 4E? We're still having fun - we're just feeling like it's not going as fast as it could or should.

I think this is by design. 4e encounters are meant to be interesting and engaging, with a lot less encounters where you blow through them.
 

This is true, and the "boss" battles are now much more rewarding and exciting, but we have taken note that even the benign encounters like plowing through some orcs take a long time, too. Not that it's a bad thing, but, it's requiring that we start altering the expectations of some players.

Any thoughts on how best to prep or expedite? Do Power Cards help at all? Any tips?
 

Say, in our weekly game, the DM and I were talking about the length of time we spend on 4e encounters, vs. the amount of time we spent on 3.5e encounters. Usually, we'd plow through 4-6 encounters for 3.5e in a 4 1/2 hour session with plenty of time for roleplaying and exploration, too. In 4E, though, we're finding that a typical play session has room for only 2-3 encounters, with players spending a lot of time working through their powers and strategy.

Any tips from other groups out there as to how to kind of pick up the pace in 4E? We're still having fun - we're just feeling like it's not going as fast as it could or should.

I've started to multiply npc damage by 4/3 while reducing npc hitpoints by 1/4. that will cut combat time to ~75%. An other problem i have noticed is that some players like to think forever about their next move, as 4th gives them a lot of options. Cutting down on that requires table rules.
 

Any thoughts on how best to prep or expedite? Do Power Cards help at all? Any tips?

It depends on where this is coming from.

Is this "Fancy New Toy" syndrome? Are they enjoying the exploration and discussion of all the new options in the new edition? Then it will slowly go away with time.

Is this "Combat Is Really Important" syndrome? Do they feel like they need to be tactically "perfect" lest disaster strike? Then you need to convince them otherwise. Ignore the encounter design guidelines and throw them up against significantly weaker opposition that they can waltz over without ever feeling threatened. Employ more minions.

Is this "I Don't Know My Options" syndrome? Then power cards and other quick references might help.

Is this "I"m Indecisive" syndrome (possibly driven by a lack of familiarity with the new rules)? Then imposing a time limit on their decision-making might be the way to go.

The most important question, though, is: Are they having fun right now?

If they are, then you might be trying to fix something that isn't broken.
 

I think power cards help a good bit. Certainly in the two groups I play in, everyone likes them. A balanced 4e encounter doesn't handle just taking out some mooks quickly. For fast combat, you might want to consider some rules to get things to go faster. For example, initiative is determined by the highest roller, then goes clockwise around the table, or other elements depending on what is slowing things down the most.
 

The biggest thing is drop the encounter once it becomes a clear autowin for the PCs. Surrender or flee more quickly. If you want to put it into the player's hands, intimidate checks to try and get this to happen a little sooner might be good.

I've sort of setup several obvious situations (think Irontooth in kots) where killing the head guy will get a quick or easy surrender of the minions. Initially this led to some rough encounters as they all ignored the surrounding guys and tried to hit the boss too aggressively. Sure, they got him to 1/4 HP quickly - but they found the others had set themselves up to beat the heck out of the PCs... :-)
 

Power card help immensely! We photocopy from the book, paste onto 3x5 index cards that leave room for notes. Then my players hand me any powers they expend, and I hand them back out when applicable (encounters after a short rest, dailies after extended). There are a hundred ways to do it, but no matter what, they are completely invaluable.

When you have power cards in your hand, a few things happen. The first is you become more accustomed to and familiar with your powers. They're not just what's in the book to be retrained or referenced any time... they're hard copies in your hand. You can flip through them, get to know them, and literally feel it when you relinquish them or receive a new one. It gets you comfortable with your powers as your set of options, and as you learn to play your cards (no pun intended), you become much more dynamic. You get used to gauging things like, "What are my options," and "What have I got left to work with."

Power cards are awesome. I go 2 or 3 sessions without opening the PHB for reference.
 

Power card help immensely! We photocopy from the book, paste onto 3x5 index cards that leave room for notes. Then my players hand me any powers they expend, and I hand them back out when applicable (encounters after a short rest, dailies after extended). There are a hundred ways to do it, but no matter what, they are completely invaluable.

When you have power cards in your hand, a few things happen. The first is you become more accustomed to and familiar with your powers. They're not just what's in the book to be retrained or referenced any time... they're hard copies in your hand. You can flip through them, get to know them, and literally feel it when you relinquish them or receive a new one. It gets you comfortable with your powers as your set of options, and as you learn to play your cards (no pun intended), you become much more dynamic. You get used to gauging things like, "What are my options," and "What have I got left to work with."

Power cards are awesome. I go 2 or 3 sessions without opening the PHB for reference.

This.

QFT.
 

The biggest thing is drop the encounter once it becomes a clear autowin for the PCs. Surrender or flee more quickly. If you want to put it into the player's hands, intimidate checks to try and get this to happen a little sooner might be good.

...And this.

QF other T.
 

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