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| #1tminc_dupFeb 23, 2009 10:02:18 | Here is my best tip for speeding up battles. After the initiative roll players go clockwise around the table. Here's how it works. Say there is 6 players and 1 monster roll. 12 - Monster 26, 14, 5, 20, 10, 16 - Players 26 starts. Then you check to see how many players beat the monsters, in the case four players. So the 26 and the three players clockwise around the table from him go before the monsters, then the monsters go, then the last two players. Yes, sometimes a player rolls high and goes after the monsters but its a team effort. For every player above the monsters it assures one player will act first. Couple modifications I use. If a player, especially a rogue, rolled higher than a monster but is in fact going after them. That player can still act as if he is going before the monsters for purposes of First Strike or any other power that requires you to go before the bad guys. When players delay or ready is such a way that only affects the players initiative order, it resets automaticly each round to keep it easy. If they really want to keep going after a certain player they can just delay again. If a player delays or readys after the monsters then the monsters position at the table is just adjusted. So if four players were before the monsters and one player delays till after them one round then the next round only three players would be before the monsters. I find this is much faster than crazy random orders because when a player is done he can just punch the player to his left and tell him its his turn. Wak |
| #2quijonsithFeb 23, 2009 15:02:29 | That's pretty much how my group has always run. We take the highest initiative as the first player, and the second highest determines if we go CW or CCW. If the second highest roll is to the left of the highest, we go that way around the table. Sometimes we crack out the initiative white board, an erasable board we have with magnets for each player. We put the magnets in initiative order and run off it. |