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Would 4e work better if it used "round phases"
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<blockquote data-quote="moxcamel" data-source="post: 5474648" data-attributes="member: 67954"><p>As others have said, there are powers that work in conjunction with movement, so I think it would be problematic. It also limits what the players and monsters can do, which potentially makes combat more linear and less eventful.</p><p></p><p>If the goal is to make combat go faster, there's a better fix imho: fix the players. Expect your players to know their characters, and to know their character's powers. Expect them to have a pretty good idea of what they're going to do when they're up, and make sure they realize when their turn is coming around. (I often say something like "Dave, you're up. Melissa you're on deck.") Limit off-topic side-discussions between players so that everyone has situational awareness of what's going on, rather than having to explain it every time somebody's turn comes up because they were deeply engaged with another player on the latest episode of <em>Glee.</em></p><p></p><p>You don't have to run combat in a "shotgun" style, but it's been my experience that the number one thing that bogs combat down is the players, not the mechanics. Hand out xp bonuses or some other boon when the players get through a combat relatively efficiently and you'll start to see combat pacing pick up.</p></blockquote><p></p>
[QUOTE="moxcamel, post: 5474648, member: 67954"] As others have said, there are powers that work in conjunction with movement, so I think it would be problematic. It also limits what the players and monsters can do, which potentially makes combat more linear and less eventful. If the goal is to make combat go faster, there's a better fix imho: fix the players. Expect your players to know their characters, and to know their character's powers. Expect them to have a pretty good idea of what they're going to do when they're up, and make sure they realize when their turn is coming around. (I often say something like "Dave, you're up. Melissa you're on deck.") Limit off-topic side-discussions between players so that everyone has situational awareness of what's going on, rather than having to explain it every time somebody's turn comes up because they were deeply engaged with another player on the latest episode of [I]Glee.[/I] You don't have to run combat in a "shotgun" style, but it's been my experience that the number one thing that bogs combat down is the players, not the mechanics. Hand out xp bonuses or some other boon when the players get through a combat relatively efficiently and you'll start to see combat pacing pick up. [/QUOTE]
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Would 4e work better if it used "round phases"
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