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	<title>Comments on: Make the Most of Your Time</title>
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	<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/</link>
	<description>Inspired 4e Design</description>
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		<title>By: JackOfHearts</title>
		<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/comment-page-1/#comment-2411</link>
		<dc:creator>JackOfHearts</dc:creator>
		<pubDate>Fri, 31 Jul 2009 14:41:18 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=1017#comment-2411</guid>
		<description>@Scott: Thanks for the suggestions!  I may give these a try and see how they work out.</description>
		<content:encoded><![CDATA[<p>@Scott: Thanks for the suggestions!  I may give these a try and see how they work out.</p>
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		<title>By: Scott M</title>
		<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/comment-page-1/#comment-2393</link>
		<dc:creator>Scott M</dc:creator>
		<pubDate>Wed, 29 Jul 2009 15:43:53 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=1017#comment-2393</guid>
		<description>My current group could probably burn through 2 encounters in an hour with time left over for roleplay.

It took me a while to fine tune the tweaks but I&#039;ve cobbled together a system that maximizes fun, while streamlining the drag.

First, everyone always does max damage, unless specified otherwise in their power (as in a Miss effect that does half damage). That includes monsters.

When a crit is rolled, weapon dice are rolled and added to the max. Weapons with high crit (or is it brutal) as a keyword roll their weapon dice twice. Also, dice are rolled for the extra d6s that players get from magic items on crits.

That cuts down on the dice rolling, which speeds things up. It prevents someone rolling a 19 with their daily and snake-eyes on the damage, which also speeds things up. And it has the same effect as reducing hit points on the monsters, while not making encounters a cakewalk for the PCs. If anything, combat is more intense.

A monster crit can really turn the tide.

Another thing I do is having monsters run away. Not all of them do. Skeletons and such just don&#039;t have that built into their OS. But Kobolds, Goblins and most other monsters can recognize when their number&#039;s up and have no problem high-tailing it. It&#039;s up to the players to find a way to prevent an enemy from escaping. That&#039;s just as tactical as taking the high ground.

I also adjust the solos somewhat. I lower their defenses by -1, their HP by 30% and up their damage by 1/2 their level. I usually give them some sort of attack or damage increase when bloodied as well. It makes them more Boss-like, as in an RPG, which I&#039;ve found to be fun.

I also use LOTS of minions. I don&#039;t keep monsters around if they&#039;re dropped to 1 HP and the fight&#039;s decided. Some just die. Others pretend to be dead or lose consciousness.

Mike Mearls suggests making artillery monsters into minions once their frontline has gone. I haven&#039;t had a chance to test this yet because my artillery monsters tend to flee once the frontline is defeated.

And another technique I&#039;ve used is setting up events at various turn counts. Some beneficial to the party, some not. So, say I&#039;ve written that the Kobolds get reinforcements on Round 3. I&#039;ll take a ten-sider and announce that when the die counts down to zero something will happen.

Each turn I drop the die by one, until it reaches zero. At that point, I place reinforcements entering the battle.

I also set up some things with terrain once in a while. Nominally for the players to exploit. But if the players don&#039;t then I have the monsters do it.</description>
		<content:encoded><![CDATA[<p>My current group could probably burn through 2 encounters in an hour with time left over for roleplay.</p>
<p>It took me a while to fine tune the tweaks but I&#8217;ve cobbled together a system that maximizes fun, while streamlining the drag.</p>
<p>First, everyone always does max damage, unless specified otherwise in their power (as in a Miss effect that does half damage). That includes monsters.</p>
<p>When a crit is rolled, weapon dice are rolled and added to the max. Weapons with high crit (or is it brutal) as a keyword roll their weapon dice twice. Also, dice are rolled for the extra d6s that players get from magic items on crits.</p>
<p>That cuts down on the dice rolling, which speeds things up. It prevents someone rolling a 19 with their daily and snake-eyes on the damage, which also speeds things up. And it has the same effect as reducing hit points on the monsters, while not making encounters a cakewalk for the PCs. If anything, combat is more intense.</p>
<p>A monster crit can really turn the tide.</p>
<p>Another thing I do is having monsters run away. Not all of them do. Skeletons and such just don&#8217;t have that built into their OS. But Kobolds, Goblins and most other monsters can recognize when their number&#8217;s up and have no problem high-tailing it. It&#8217;s up to the players to find a way to prevent an enemy from escaping. That&#8217;s just as tactical as taking the high ground.</p>
<p>I also adjust the solos somewhat. I lower their defenses by -1, their HP by 30% and up their damage by 1/2 their level. I usually give them some sort of attack or damage increase when bloodied as well. It makes them more Boss-like, as in an RPG, which I&#8217;ve found to be fun.</p>
<p>I also use LOTS of minions. I don&#8217;t keep monsters around if they&#8217;re dropped to 1 HP and the fight&#8217;s decided. Some just die. Others pretend to be dead or lose consciousness.</p>
<p>Mike Mearls suggests making artillery monsters into minions once their frontline has gone. I haven&#8217;t had a chance to test this yet because my artillery monsters tend to flee once the frontline is defeated.</p>
<p>And another technique I&#8217;ve used is setting up events at various turn counts. Some beneficial to the party, some not. So, say I&#8217;ve written that the Kobolds get reinforcements on Round 3. I&#8217;ll take a ten-sider and announce that when the die counts down to zero something will happen.</p>
<p>Each turn I drop the die by one, until it reaches zero. At that point, I place reinforcements entering the battle.</p>
<p>I also set up some things with terrain once in a while. Nominally for the players to exploit. But if the players don&#8217;t then I have the monsters do it.</p>
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		<title>By: ethan</title>
		<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/comment-page-1/#comment-2391</link>
		<dc:creator>ethan</dc:creator>
		<pubDate>Tue, 28 Jul 2009 16:59:39 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=1017#comment-2391</guid>
		<description>I agree completely. I&#039;m one of those older gamers, with a wife, a full-time job, and other hobbies to support. Giving up 5-6 hours on a weekend to roll dice is a big deal and requires that the group coordinates a location, food, and what time everyone should arrive.

I&#039;ve found that when I play with smaller groups, we get a lot more done. My ideal group is 3-4 players. The ideal session should be 3 encounters: a basic &quot;warm-up&quot; fight that serves as the hook, a skill challenge, and the final boss battle loaded with entertaining gimmicks.</description>
		<content:encoded><![CDATA[<p>I agree completely. I&#8217;m one of those older gamers, with a wife, a full-time job, and other hobbies to support. Giving up 5-6 hours on a weekend to roll dice is a big deal and requires that the group coordinates a location, food, and what time everyone should arrive.</p>
<p>I&#8217;ve found that when I play with smaller groups, we get a lot more done. My ideal group is 3-4 players. The ideal session should be 3 encounters: a basic &#8220;warm-up&#8221; fight that serves as the hook, a skill challenge, and the final boss battle loaded with entertaining gimmicks.</p>
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		<title>By: DeadGod</title>
		<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/comment-page-1/#comment-2390</link>
		<dc:creator>DeadGod</dc:creator>
		<pubDate>Tue, 28 Jul 2009 15:08:35 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=1017#comment-2390</guid>
		<description>Something I don&#039;t see discussed a lot with this issue is the use of the Intimidate skill.  I don&#039;t have the book in front of me, but I believe that once an opponent is bloodied, you can attempt an Intimidate vs. Will to make that opponent submit or flee.  A fighter or two can motivate a lot of those lesser enemies out of the battle in fairly short order.

I&#039;m sure there are some morale rules that can be extrapolated from this interaction.</description>
		<content:encoded><![CDATA[<p>Something I don&#8217;t see discussed a lot with this issue is the use of the Intimidate skill.  I don&#8217;t have the book in front of me, but I believe that once an opponent is bloodied, you can attempt an Intimidate vs. Will to make that opponent submit or flee.  A fighter or two can motivate a lot of those lesser enemies out of the battle in fairly short order.</p>
<p>I&#8217;m sure there are some morale rules that can be extrapolated from this interaction.</p>
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		<title>By: Ken Marable</title>
		<link>http://at-will.omnivangelist.net/2009/07/make-the-most-of-your-time/comment-page-1/#comment-2389</link>
		<dc:creator>Ken Marable</dc:creator>
		<pubDate>Tue, 28 Jul 2009 14:28:34 +0000</pubDate>
		<guid isPermaLink="false">http://at-will.omnivangelist.net/?p=1017#comment-2389</guid>
		<description>All great ideas! I know I am certainly guilty of your example under &quot;Less encounters&quot; and need to edit myself much more.

Another thought on &quot;Stop fighting to the death&quot; is that if you are worried about the enemies always running away or always being captured and tortured for information, then don&#039;t. Only the GM knows the hit points (typically). And if a fight should just be called, but the monster has 10 hit points left, just let him die anyway. Now, if you have players who keep rigorous track of all damage dealt and from when the monster is bloodied calculate it all out, you might need to let them know what you are doing. But if you explain, &quot;Hey, if we can cut the last 10 minutes of boring slog form the end of 4 or 5 encounters, then we can fit an entire extra encounter in.&quot; 

But I definitely call fights early all the time (might need to consider less hp or something). It can just get so anticlimactic when all the encounter powers, and dailies people want to use are used up, and everyone if just at-willing the thing for 2 or 3 rounds. Sometimes sending in reinforcements makes it exciting, but only when used rarely. Usually, once the end is pretty inevitable and interest is waning, I go into &quot;next big hit will finish it&quot; mode and hope for a dramatic roll so that it can end on a high note.</description>
		<content:encoded><![CDATA[<p>All great ideas! I know I am certainly guilty of your example under &#8220;Less encounters&#8221; and need to edit myself much more.</p>
<p>Another thought on &#8220;Stop fighting to the death&#8221; is that if you are worried about the enemies always running away or always being captured and tortured for information, then don&#8217;t. Only the GM knows the hit points (typically). And if a fight should just be called, but the monster has 10 hit points left, just let him die anyway. Now, if you have players who keep rigorous track of all damage dealt and from when the monster is bloodied calculate it all out, you might need to let them know what you are doing. But if you explain, &#8220;Hey, if we can cut the last 10 minutes of boring slog form the end of 4 or 5 encounters, then we can fit an entire extra encounter in.&#8221; </p>
<p>But I definitely call fights early all the time (might need to consider less hp or something). It can just get so anticlimactic when all the encounter powers, and dailies people want to use are used up, and everyone if just at-willing the thing for 2 or 3 rounds. Sometimes sending in reinforcements makes it exciting, but only when used rarely. Usually, once the end is pretty inevitable and interest is waning, I go into &#8220;next big hit will finish it&#8221; mode and hope for a dramatic roll so that it can end on a high note.</p>
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