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Moving Target ![]() ![]() Group: Members Posts: 169 Joined: 13-December 05 From: Portland, OR Member No.: 8,070 ![]() |
Man, combat is running a lot slower than I would like. What techniques do you folks use for speeding up combat without house-ruling custom systems and streamlines? Printouts, initiative trackers, computer programs, etc?
Combat is getting to the point that I just want to avoid it altogether, sheesh. |
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,430 Joined: 10-January 05 From: Fort Worth, Texas Member No.: 6,957 ![]() |
Ah, the ever familiar "I'm a jerk" response. :rotfl: On topic: Clyde covered most of the bases, but there's a few others. 1) Roll dice ahead of time. If you use sheets or cards for the NPCs you can record several attack and defense rolls for them, noting the number of successes. When a PC says he's shooting you mark off the next roll on the page and use those hits. The more you roll the more turns you'll be able to go through without having to pick up dice very often. 2) Let your players roll their dice during someone else's turn. People usually know that they're going to shoot someone on their turn. Letting them roll firearms dice ahead of time will speed things up. You can't do it if you can't trust your players, but if you an you're set. 3) Electronic dice rollers speed things up a lot, but some people don't like them. I prefer the sound of dice rolling, but YMMV. |
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Lo-Fi Version | Time is now: 16th June 2025 - 03:05 AM |
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