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Tweaking a couple of things my group doesn't like about 4E
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<blockquote data-quote="keterys" data-source="post: 5288715" data-attributes="member: 43019"><p>An easy solution on the extended rest thing is to make an _extended_ rest either require nebulous multiple days (something you do between adventures or doing very long breaks) or only be triggered when the adventure, plot, or number of milestones dictate.</p><p></p><p>For example, Jonathan Tweet used a 'you get an extended rest after two milestones' rule in his game that involved lots of traveling, and I've seen multiple people suggest an 'extended rest every adventure, or major subset of an adventure' house rule. </p><p></p><p>On speeding up combat, it's _mostly_ on the DM and players. Get people used to taking no more than one minute for their turn, ever, saying what they're doing within 15 seconds, and your combats should never take more than 30 minutes. Usually the problem is just one person (or two) who takes 5-10 minute turns, which further disengages the rest of the table, slowing everything down. It may also be that the DM and players are throwing _way_ too many status effects of varying types around. That's more rare, but simplifying things so you actually know what is happening on the battlefield is a matter of picking monsters and powers. As a DM, try not to have more than three different things to track (ex: dazed save ends, ongoing 10 acid, and slowed are already in your encounter set. Don't then add a monster that prones and deals ongoing 5 psychic and -2 attacks.)</p></blockquote><p></p>
[QUOTE="keterys, post: 5288715, member: 43019"] An easy solution on the extended rest thing is to make an _extended_ rest either require nebulous multiple days (something you do between adventures or doing very long breaks) or only be triggered when the adventure, plot, or number of milestones dictate. For example, Jonathan Tweet used a 'you get an extended rest after two milestones' rule in his game that involved lots of traveling, and I've seen multiple people suggest an 'extended rest every adventure, or major subset of an adventure' house rule. On speeding up combat, it's _mostly_ on the DM and players. Get people used to taking no more than one minute for their turn, ever, saying what they're doing within 15 seconds, and your combats should never take more than 30 minutes. Usually the problem is just one person (or two) who takes 5-10 minute turns, which further disengages the rest of the table, slowing everything down. It may also be that the DM and players are throwing _way_ too many status effects of varying types around. That's more rare, but simplifying things so you actually know what is happening on the battlefield is a matter of picking monsters and powers. As a DM, try not to have more than three different things to track (ex: dazed save ends, ongoing 10 acid, and slowed are already in your encounter set. Don't then add a monster that prones and deals ongoing 5 psychic and -2 attacks.) [/QUOTE]
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Tweaking a couple of things my group doesn't like about 4E
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