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6 months ago ::
Nov 25, 2012 - 2:38AM
#41
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@Matyr just laid down the iron word on what needs to be done to solve or at least lessen your time-consuming combat problem.
I have created simplified char sheets before, and especially in 4e there's a lot of superfluous info in the power descriptions. For each character I'd aim for a build which can fit everything on one page (with controllers or slightly more complex casters being allowed two pages). Try to reduce most powers done to a sentence or two. Maybe even provide a checklist of powers (by type: at-will, encounter, daily) with a quick description, and then on the backside/2nd page a more detailed power write up.
I can post links to sheet examples I worked up in InDesign if you'd like.
Also it sounds like you and your players are a bit held hostage by the powers system of 4e. Remember the powers are meant to be representative of the iconic kinds of things a character can do, not the entirety of all their abilities. Again, DMG page 42 and improvising are your friend. Players seem to easily forget this, but so can DMs.
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6 months ago ::
Nov 25, 2012 - 4:16AM
#42
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Date Joined:
Mar 31, 2010
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You may even want to take the time to review their roles so they can better understand what a 'best action' for them would be. This would make it more clear as to which powers to pick, and may even make some of their powers obsolete.
If your Defender is looking at one or two enemies left on the board, they can roll a high damage power as opposed to something that marked. If the Leader is looking at a table full of enemies, but no one has been hit yet, use a dazing power. If the Striker starts their first turn and there's someone nasty on the other side, go NOVA on him!
I find players often mix and match a variety of powers which can be difficult to choose from. Especially powers with riders like daze, immobilize, slowed, etc. Because then the player is trying to identify which enemy and when it is best to use them! This can also lead to spreading out damage when players should be focus firing because no one wants to slow the guy that's already immobilized.
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6 months ago ::
Nov 25, 2012 - 7:47AM
#43
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How long does a player's turn take? I'd have to time it, but I'd estimate the average player turn to take 3-4min.
I think this is part of the problem as well. Once combat is underway (I sometimes give players time to discuss strategy before combat begins), my players have 10 to 15 seconds to decide their actions. If they are still looking through character sheets umm'ing, then I move down the initiative line to the next one. "You pause to consider your actions..." After that next creature or PC is done, I then go back to that person. Still don't know? Moving on. If we get to the end of the line and the person is still undecided, they miss their turn.
This very quickly gets them up to speed, as it were.
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6 months ago ::
Nov 25, 2012 - 8:44AM
#44
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#3 is the make a better version fo their PCs and just hand it to them next combat.
@Matyr - I've been spending a lot of time looking at the CharOp boards and if I ever thought I was good at it, those dudes just proved I know nothing. I'm not so sure I'd create a more optimized character than my players have. Should I post them on the CharOp boards or solicit the advise of the new player?
#1 is make them a sheet they can easily see all their stuff on and leave a spot for a "when best to use" next to the power. Tell the players to fill in with a sentence or less. I've found for my players (and for me) having everything on one sheet of paper is very helpful. I only reference the power cards if for some reason I really need the full description of something.
@Matyr - this I can definitely do. Especially if I make a new optimized PC.
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6 months ago ::
Nov 25, 2012 - 11:10AM
#45
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Date Joined:
Mar 27, 2011
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Yes, feel free to post in char Op, but remember the denizens there are atleast 3/4ths bile and spittle.
Most of the suggestion was for the one player you have that likes to Op, but you can certainly do it as well. I'm not the greatest Optimizer, but I know enough to make a character at least medium-high Op with research.
If you post in char Op I will chime in with as much info as I have time for.
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6 months ago ::
Nov 25, 2012 - 11:16AM
#46
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Date Joined:
Jun 19, 2004
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BTW that was me on Koddiechan, forgot to sign out of her builder and it logged me into her name on the forums.
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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6 months ago ::
Nov 26, 2012 - 3:51PM
#47
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Date Joined:
Nov 26, 2012
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BTW that was me on Koddiechan, forgot to sign out of her builder and it logged me into her name on the forums.
char op isn't thaaaaaaaaat bad . It would be easiest to grab the build handbooks and narrow down options to blue+ choices. Although if you have the look at their char sheets it could prove to be quite simple. I once had a player (sorceror) who took linguist x times to speak every language, then ask why she couldn't hit anything.
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6 months ago ::
Nov 26, 2012 - 5:45PM
#48
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Date Joined:
Jun 19, 2004
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I was giving them the benefit of the doubt by not explaining what the other 1/4th was...
Currently working on making a Dex based defender. Check it out hereSpoiler:
Show
Need a few pre-generated characters for a one-shot you are running? Want to get a baseline for what an effective build for a class you aren't familiar with? Check out the Pregen thread here If ever you are interested what it sounds like to be at my table check out my blog and podcast here Also, I've recently done an episode on "Refluffing". You can check that out here
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