This post was spawned by my comments to Yax’s 4e D&D Learning Curve post at Dungeon Mastering. He makes some good general points, except that I disagree with his analysis that 4e characters are complex. I don’t think they are any more complex than any other game with any amount of crunch. However, they do retain close to the same comlexity throughout play, instead of increasing. Of course, complexity is a pretty subjective category.
I digress, complexity isn’t the core topic of this article. Speeding up combat is. I’ve been told that one of the major “selling” points for 4e was how combat is more streamlined, yet after 40 hours in 9 games with the RPGA at GenCon, I know that combat can become just as mired and slow as in the previous edition. My observation is that the combat sequence can become a crawl because of all the effects, marks, and saves.
I have created the following three tips to help speed up combat encounters. While these tips have been tailored specifically for 4e, they could be easily adapted to other systems with similar mechanics.
1. Information cards. Having to flip through the very poorly indexed 4e Player’s Handbook is a pain in the ass. These things keep DMs and players from having to ask, “What is your Reflex?” or “Your bloodied, but how many hit points do you have?”
♦ Initiative Cards – Put every character and monster (or group of monsters) on a card, put the cards in initiative order, shuffle through order.
♦ Power cards – Put each power a character has on a card. If it is an encounter or daily, turn it over. This works with action points too. Ander00 from EnWorld put these wonderful cards up.
♦ Character Nameplate – A folded nameplate for each character with Name, AC, Defenses, Passive Insight & Perception scores, Hit Points, and Initiative modifiers. Place these on the table so they can be seen by everyone.
♦ Action cards – Create a table resource of actions cards that describe the actions available from the Combat Chapter of the PH.
♦ Effects cards – Put the mechanics of effects on cards as a table resource, so you don’t have to dig to find out what “stunned” or “dazed” means.
2. Effects tokens. Makes tracking effects, marks, quarries and other statuses easier. This alleviates a lot of the “Is this guy bloodied?”, “Wait, I forgot to roll my save!”, and “Well I didn’t realize the other fighter had this dude marked.” show stopping comments.
♦ Magnetic Markers by Alea Tools – These things are very visible, but can sometimes attract or push other marked minis. Also, minis will look like they are “flying” if you accrue a lot of them.
♦ Pipe cleaners – Preformed colored pipe cleaners can be looped around minis
♦ Poker chips – Performs the same function as the magnetic markers, but it is tricky find a correct size
3. Initiative. In addition to the init cards mentioned above, you can have the players pre-roll 6-10 initiatives and write them on the init cards. Then roll a d6 or d10 to see which one they start with. Also, make sure the players know where they are in the initiative order and put a 30 second to 1 minute time limit on their turn. If they use up their time, have their character default to a melee or ranged attack on the nearest enemy. This forces the players to think about what they are going to do while everyone else is taking their turn. It also clears up the problem of waiting on players who have small bladders and nicotine addictions.