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Post by Barney on Dec 12, 2011 18:55:22 GMT -8
Hello Douches!
I recently found the pod cast and started listening from the beginning. I’m nearing the end of season one but closing fast! I am currently running a 4e game and became very interested in the Nitro system of speeding up combat. To my dismay, the forums have a serious lack of information! If anyone could tell me what the final ruling was for BEST way to speed up 4e combat, I would be most appreciative.
Live long and pod cast! Barney
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Post by Deleted on Dec 13, 2011 5:39:13 GMT -8
Well once you get a few more seasons in that ruling will be try another system:)
Seriously though the basic concept is just half the monster hitpoints and make then do max damage with each hit. I think Tappy did the math to show that you end up with the same spread of damage but the monsters don't last as long so combat should move a little faster. Keep in mind though that as the party levels combat is going to get slower regardless.
Something I've been doing is going with what i call super minions. In stead of one hit they require two to take down, so no one shot AOE carnage, but still pretty easy to take out. Gives the fight a little more epicness since you can throw a horde of them at the party, but they still die pretty quick, allow the battle to not take forever.
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Post by jughead5187 on Dec 31, 2011 10:45:27 GMT -8
I am in the same boat as Barney. I started listening about 3 days ago and have already roared through most of season 1.
I have also listened to a few other podcasts in my time about how slow combat is.
One point that was brought up was that if you halve monster HP, there is less of a reason to bring Controllers.
The most potent status effect is "dead," so why bring someone that can only "Weaken" or "stun?"
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Post by jughead5187 on Dec 31, 2011 10:49:17 GMT -8
There are a few other ideas floating around to speed up combat. I REALLY like the idea of having monsters (and possibly players) do max damage. The idea of halving most monster HP and keeping the BBEG's HP at full is a decent compromise.
I feel that the solutions might vary by group. My current group is only a 3-man party. We all randomed Strikers. The only way we can get through combat is by doing as much damage as possible, as quickly as possible. So unless the DM decides to send a bunch of minions our way, or gives us multiple "brute0type" monsters, we are usually fine, and combat lasts less than 3 rounds.
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Post by jughead5187 on Dec 31, 2011 11:01:35 GMT -8
I will give you the two best ideas i have encountered so far.
The first is the most simple. Make the group start at either level 3 or 5. Combat speeds up once they have a second encounter or daily power. Also, my current DM houseruled that ALL encounters and dailies are "reliable" unless we choose to use their miss effect.
The second one is a little more complicated, but a little more realistic. There are two parts. First is monster morale. Most monsters are not brainless, unless they are undead, etc. So as they approach "bloodied," they will be more inclined to run away or surrender. Once they become bloodied, and each time it is their turn afterwards, the DM can choose to make rolls for the monsters, and if the monster fails their "morale check," after situational modifiers, of course, they either flee or surrender. That way sometimes PC's dont have to go through a full combat to be successful. They only have to go through half the monsters' HP most times, but there is still a reason to bring Controllers.
The second part is as follows: PC "resolve." The name is subject to change. As the fight goes on, or after the party scores crits, awesome attacks, fells foes, bloodies foes, etc, they essentially get a stacking "+1" to most combat stats. Up the the DM to decide of course. If it is a big, tough fight and the monster probably will not surrender or flee, to speed things up, slowly add in modifiers to make the PC's hit slightly more often, and have them get hit slightly less often. Maybe if they were fighting a dragon or some other difficult foe, over time, and once the monster is a 1/4 HP, have the modifiers stacked to "+3."
That will give them +3 to hit, +3 to AC, and +3 to each of heir other defenses. They become more and more resolved to take down this foe at any cost.
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