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<blockquote data-quote="andy3k" data-source="post: 5529138" data-attributes="member: 6674918"><p>I recommend splitting the group.</p><p></p><p>That being said, I'm in a group that has 7-8 players. It is first level, so combat goes pretty quickly since people don't have many options to choose from. The higher the level, the more options each person has, and the longer they take for their turn. My level 22 epic game has so many powers, effects from equipment, effects and powers from Paths and Destinies, etc. that reacting to events, and choosing actions after the battle map situation just changed the turn before, can be daunting.</p><p></p><p>IF you want to keep everyone in one group, and even for smaller groups, I recommend the following game efficiency ideas:</p><p></p><p>1. Place a time limit on taking actions. Each person has 1 minute (or even 30 seconds) from the time you say "X, you're up" to state their first action. If they don't speak up in 60 or 30 seconds, you skip them or they are only allowed a basic attack. After their first action is resolved (move, standard, etc.), they have 60 or 30 seconds to state their next action, etc. Or you could just say, "You have 2 minutes to do everything you plan to do, then your time is up."</p><p></p><p>2. Require that everyone have power cards with all calculations written out (attack, dmg, etc.). Many people use Character Builder or other automated system, but many don't. Situational math will occur but no one should be looking up their powers in the player's handbook while at the table and no one should be recalculating their standard attack to hit every time their turn comes around.</p><p></p><p>3. If you are in Paragon or Epic, require that everyone have a sheet of paper with all possible modifiers written out for easier reference. For example, the sheet will say "On critical hit" and list all the extra damage, effects, other powers, etc. that might or will go off when there is a critical hit. Under "On stunned" they would list that magic item that lets them get out of a stun. Under "heal", a leader would already have a simple formula for their heal powers with all the extra hp and temp hp already added up. This way, players don't have to waste time searching through all the paperwork every time something unusual happens that allows for a response; they just check their quick sheet for possible responses and already-completed math.</p><p></p><p>4. End combat earlier. Intelligent creatures will often run for their lives or surrender if badly outnumbered. Use creatures with fewer hit points that deal more damage e.g. Monster Manual 3. Allow characters to destroy all those minion skeletons faster by skill challenging the Altar of Bones during combat.</p></blockquote><p></p>
[QUOTE="andy3k, post: 5529138, member: 6674918"] I recommend splitting the group. That being said, I'm in a group that has 7-8 players. It is first level, so combat goes pretty quickly since people don't have many options to choose from. The higher the level, the more options each person has, and the longer they take for their turn. My level 22 epic game has so many powers, effects from equipment, effects and powers from Paths and Destinies, etc. that reacting to events, and choosing actions after the battle map situation just changed the turn before, can be daunting. IF you want to keep everyone in one group, and even for smaller groups, I recommend the following game efficiency ideas: 1. Place a time limit on taking actions. Each person has 1 minute (or even 30 seconds) from the time you say "X, you're up" to state their first action. If they don't speak up in 60 or 30 seconds, you skip them or they are only allowed a basic attack. After their first action is resolved (move, standard, etc.), they have 60 or 30 seconds to state their next action, etc. Or you could just say, "You have 2 minutes to do everything you plan to do, then your time is up." 2. Require that everyone have power cards with all calculations written out (attack, dmg, etc.). Many people use Character Builder or other automated system, but many don't. Situational math will occur but no one should be looking up their powers in the player's handbook while at the table and no one should be recalculating their standard attack to hit every time their turn comes around. 3. If you are in Paragon or Epic, require that everyone have a sheet of paper with all possible modifiers written out for easier reference. For example, the sheet will say "On critical hit" and list all the extra damage, effects, other powers, etc. that might or will go off when there is a critical hit. Under "On stunned" they would list that magic item that lets them get out of a stun. Under "heal", a leader would already have a simple formula for their heal powers with all the extra hp and temp hp already added up. This way, players don't have to waste time searching through all the paperwork every time something unusual happens that allows for a response; they just check their quick sheet for possible responses and already-completed math. 4. End combat earlier. Intelligent creatures will often run for their lives or surrender if badly outnumbered. Use creatures with fewer hit points that deal more damage e.g. Monster Manual 3. Allow characters to destroy all those minion skeletons faster by skill challenging the Altar of Bones during combat. [/QUOTE]
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