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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Tweaking a couple of things my group doesn't like about 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5288801" data-attributes="member: 82106"><p>Good organization will make a big difference in speeding up combat. I know groups that can do an average combat in 20 minutes and a complex tough one in 45 or less. It is possible to do them fast. Come up with a good initiative tracking mechanism. Most people seem to have settled on using a small whiteboard. The DM can also speed up the startup period of a combat by having the initiative and possibly stealth and perception checks of monsters pre-rolled for instance. Another trick is to have the players roll an initiative roll at end of a combat and use that for the next one. The DM can then be ready to go really quick, cutting out possibly 10-15 minutes of fumbling around.</p><p></p><p>Definitely use power cards. The CB prints out reasonable ones, but there are other tools like Masterplan that will also do that (as well as a lot of other stuff). Make some status markers for common conditions and effects that you know will come up using pipe cleaners, hairbands, whatever that you can drop over figures. All this kind of stuff will help. Put someone in charge of tracking initiative and make the players responsible for tracking the effects that they have in play (and the ones on their character for that matter).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5288801, member: 82106"] Good organization will make a big difference in speeding up combat. I know groups that can do an average combat in 20 minutes and a complex tough one in 45 or less. It is possible to do them fast. Come up with a good initiative tracking mechanism. Most people seem to have settled on using a small whiteboard. The DM can also speed up the startup period of a combat by having the initiative and possibly stealth and perception checks of monsters pre-rolled for instance. Another trick is to have the players roll an initiative roll at end of a combat and use that for the next one. The DM can then be ready to go really quick, cutting out possibly 10-15 minutes of fumbling around. Definitely use power cards. The CB prints out reasonable ones, but there are other tools like Masterplan that will also do that (as well as a lot of other stuff). Make some status markers for common conditions and effects that you know will come up using pipe cleaners, hairbands, whatever that you can drop over figures. All this kind of stuff will help. Put someone in charge of tracking initiative and make the players responsible for tracking the effects that they have in play (and the ones on their character for that matter). [/QUOTE]
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Tweaking a couple of things my group doesn't like about 4E
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