<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	
	xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Speeding Up Combat &#8211; &#8220;Shoot, Communicate, Move On Out!&#8221;</title>
	<atom:link href="http://www.gnomestew.com/gming-advice/speeding-up-combat/feed" rel="self" type="application/rss+xml" />
	<link>http://www.gnomestew.com/gming-advice/speeding-up-combat</link>
	<description>The Game Mastering Blog</description>
	<lastBuildDate>Sat, 11 Feb 2012 00:00:43 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
	<item>
		<title>By: supergnome</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-424</link>
		<dc:creator>supergnome</dc:creator>
		<pubDate>Fri, 23 May 2008 15:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-424</guid>
		<description>Kind of an opposite take towards the same goal...

With things getting more and more complex in my 3.x game, I resorted to trying a laptop out for tracking all manner of things.  It was noted in the article the author would sometimes pay more attention to the laptop than the players, and that happened in a big way for me.  I&#039;ve tried just about every piece of software out there for gaming management, and that&#039;s no exaggeration (demos, purchased full versions, freeware, web/stand-alone, homebrew xls, etc...) and nothing every actually improved gameplay.  Many people have had great success with laptops at the table, but make sure it&#039;s actually working.  It can seem to make some things easier, but it might actually be slowing you down.  It can also kind of depersonalize the experience and using tactile cards/sheets and the like might work better for actual table time.  I&#039;ve taken to using software for pre-game prep, but all physical media for notes\background\encounters\etc.

To each their own, but I thought I&#039;d mention it.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;424&#039;,&#039;supergnome&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Kind of an opposite take towards the same goal&#8230;</p>
<p>With things getting more and more complex in my 3.x game, I resorted to trying a laptop out for tracking all manner of things.  It was noted in the article the author would sometimes pay more attention to the laptop than the players, and that happened in a big way for me.  I&#8217;ve tried just about every piece of software out there for gaming management, and that&#8217;s no exaggeration (demos, purchased full versions, freeware, web/stand-alone, homebrew xls, etc&#8230;) and nothing every actually improved gameplay.  Many people have had great success with laptops at the table, but make sure it&#8217;s actually working.  It can seem to make some things easier, but it might actually be slowing you down.  It can also kind of depersonalize the experience and using tactile cards/sheets and the like might work better for actual table time.  I&#8217;ve taken to using software for pre-game prep, but all physical media for notes\background\encounters\etc.</p>
<p>To each their own, but I thought I&#8217;d mention it.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('424','supergnome'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Fnor</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-420</link>
		<dc:creator>Fnor</dc:creator>
		<pubDate>Fri, 23 May 2008 14:34:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-420</guid>
		<description>A few things that I do in my game:

1. PDAs. While I have the SRD on my laptop, my PDA is invaluable. It&#039;s windows mobile, so I have Quickling set up with all the encounters for that session. I put in initiative, it sorts and gives me a checkbox so I can just go down the list. There&#039;s a text box I use that I can make a note of status effects, which I remind the player of when I call their name. Another PDA has D&amp;Dce installed, which gives the spellcasters a dropdown list of spells in alphabetical order, leading to their SRD information. Unfortunately, I have no idea where I got these programs, but with the impending release of 4E, I&#039;m sure we&#039;ll be getting something new.

2. In-game conversation. Just don&#039;t allow it. &quot;You can use a free action to say a few words, or a full action to say a sentence or two short sentences, but you can&#039;t have a conversation in one round&quot; is my rule. The party is going to have to choose between talking or fighting, and if they try to have it both ways, it&#039;ll just drag everyone down.

3. Buffs. I had a big helping of this as the player of a Halfling Barbarian/Frenzied Berserker/Champion of Gwyharrf (ugh, sic). Most sheets give way more empty boxes than you need, especially with weapons. I just made a separate weapon entry for Gwith and her greatsword, one for regular, enraged and enraged/frenzied. Under modifiers I put in parenthesis what that attack would be with common buffs (haste, bull&#039;s strength), so all I had to do was look at my rage status, then look at what buffs were active, and find the appropriate entry I made in that weapon block. I find that much more flexible and convenient than a spreadsheet.

4. Double-Dip. We&#039;re playing Dragonlance right now. Goldmoon&#039;s turn is really &quot;Goldmoon and whoever is next&#039;s&quot; turn. Goldmoon will not end the combat by healing, so I have her roll healing while the next person takes their action. Similarly, if two characters are attacking different NPCs, early in combat (when they won&#039;t kill either of them) I will just have the two players roll simultaneously. There&#039;s no harm of screwing up a subsequent player&#039;s action, and you just cut the time for those rounds in half.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;420&#039;,&#039;Fnor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>A few things that I do in my game:</p>
<p>1. PDAs. While I have the SRD on my laptop, my PDA is invaluable. It&#8217;s windows mobile, so I have Quickling set up with all the encounters for that session. I put in initiative, it sorts and gives me a checkbox so I can just go down the list. There&#8217;s a text box I use that I can make a note of status effects, which I remind the player of when I call their name. Another PDA has D&amp;Dce installed, which gives the spellcasters a dropdown list of spells in alphabetical order, leading to their SRD information. Unfortunately, I have no idea where I got these programs, but with the impending release of 4E, I&#8217;m sure we&#8217;ll be getting something new.</p>
<p>2. In-game conversation. Just don&#8217;t allow it. &#8220;You can use a free action to say a few words, or a full action to say a sentence or two short sentences, but you can&#8217;t have a conversation in one round&#8221; is my rule. The party is going to have to choose between talking or fighting, and if they try to have it both ways, it&#8217;ll just drag everyone down.</p>
<p>3. Buffs. I had a big helping of this as the player of a Halfling Barbarian/Frenzied Berserker/Champion of Gwyharrf (ugh, sic). Most sheets give way more empty boxes than you need, especially with weapons. I just made a separate weapon entry for Gwith and her greatsword, one for regular, enraged and enraged/frenzied. Under modifiers I put in parenthesis what that attack would be with common buffs (haste, bull&#8217;s strength), so all I had to do was look at my rage status, then look at what buffs were active, and find the appropriate entry I made in that weapon block. I find that much more flexible and convenient than a spreadsheet.</p>
<p>4. Double-Dip. We&#8217;re playing Dragonlance right now. Goldmoon&#8217;s turn is really &#8220;Goldmoon and whoever is next&#8217;s&#8221; turn. Goldmoon will not end the combat by healing, so I have her roll healing while the next person takes their action. Similarly, if two characters are attacking different NPCs, early in combat (when they won&#8217;t kill either of them) I will just have the two players roll simultaneously. There&#8217;s no harm of screwing up a subsequent player&#8217;s action, and you just cut the time for those rounds in half.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('420','Fnor'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: age</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-414</link>
		<dc:creator>age</dc:creator>
		<pubDate>Fri, 23 May 2008 09:01:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-414</guid>
		<description>Great article TELAS. Someone once said &quot;A quick game is a good game&quot; - and in the Pen &amp; Paper realm, this definitely applies to Combat. Keep it Lean, and keep em Keen.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;414&#039;,&#039;age&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great article TELAS. Someone once said &#8220;A quick game is a good game&#8221; &#8211; and in the Pen &amp; Paper realm, this definitely applies to Combat. Keep it Lean, and keep em Keen.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('414','age'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Lee Hanna</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-361</link>
		<dc:creator>Lee Hanna</dc:creator>
		<pubDate>Tue, 20 May 2008 17:54:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-361</guid>
		<description>I found some printed cards that have summaries of  conditions like Fatigued, Shaken, and the like. Hand them out as necessary.
    For myself, keeping a scratch sheet handy for each character is good, thus one can track conditions, hps remaining, spells and their durations, and anything else.  When the battle&#039;s over, turn it over or rip it up.
   I wish someone could find something for the player that won&#039;t pay attention, though.  The session that is taken up by a single fight is getting old. 
  In our highest level campaign, I sit next to the DM where I can watch the Initiative Tracker, and either one of us can call out who&#039;s up and who&#039;s on deck.  Most of our group will plan ahead and be ready to roll when their turn comes up.  
  We use either vinyl battlemats or a very large pad of 1&quot; square graph paper, so the DM can draw maps before the game session.  The paper is for when the DM suspects we will come back to the area, and won&#039;t have to re-draw anything.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;361&#039;,&#039;Lee Hanna&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I found some printed cards that have summaries of  conditions like Fatigued, Shaken, and the like. Hand them out as necessary.<br />
    For myself, keeping a scratch sheet handy for each character is good, thus one can track conditions, hps remaining, spells and their durations, and anything else.  When the battle&#8217;s over, turn it over or rip it up.<br />
   I wish someone could find something for the player that won&#8217;t pay attention, though.  The session that is taken up by a single fight is getting old.<br />
  In our highest level campaign, I sit next to the DM where I can watch the Initiative Tracker, and either one of us can call out who&#8217;s up and who&#8217;s on deck.  Most of our group will plan ahead and be ready to roll when their turn comes up.<br />
  We use either vinyl battlemats or a very large pad of 1&#8243; square graph paper, so the DM can draw maps before the game session.  The paper is for when the DM suspects we will come back to the area, and won&#8217;t have to re-draw anything.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('361','Lee Hanna'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sektor</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-344</link>
		<dc:creator>Sektor</dc:creator>
		<pubDate>Tue, 20 May 2008 11:22:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-344</guid>
		<description>I find the &#039;decide quickly or delay your action&#039; tip for the players very useful! Seems simple enough to think of, but it never occurred to me!

I also ask them to limit any conversations during a combat round to what their characters actually have time for. I take it even further, by warning them that I will use that information to the monsters&#039; advantage (at least, if they can speak the same language as the PCs do; that also gives them a useful reason to spend skill points in new languages, or the Bluff skill or telepathic spells and powers to convey secret messages).

Thanks for the great tip!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;344&#039;,&#039;Sektor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I find the &#8216;decide quickly or delay your action&#8217; tip for the players very useful! Seems simple enough to think of, but it never occurred to me!</p>
<p>I also ask them to limit any conversations during a combat round to what their characters actually have time for. I take it even further, by warning them that I will use that information to the monsters&#8217; advantage (at least, if they can speak the same language as the PCs do; that also gives them a useful reason to spend skill points in new languages, or the Bluff skill or telepathic spells and powers to convey secret messages).</p>
<p>Thanks for the great tip!
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('344','Sektor'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Grogtard</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-338</link>
		<dc:creator>Grogtard</dc:creator>
		<pubDate>Mon, 19 May 2008 22:51:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-338</guid>
		<description>Great tips! Thanks.
Here&#039;s what I do when the rules questions come up.  Make something up on the spot and offer it the player.  Basically, they can take my quickie house rule or take the time to look it up.  At first, they would looks things up but I kept consistently giving them a rule that is slightly in their favor.  They&#039;ve stopped looking up stuff in the middle of combat.
Another thing I&#039;ve recently done is rules cheat sheets as player hand outs. 
I would love to hear folks tactics for dealing with the inattentive players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;338&#039;,&#039;Grogtard&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great tips! Thanks.<br />
Here&#8217;s what I do when the rules questions come up.  Make something up on the spot and offer it the player.  Basically, they can take my quickie house rule or take the time to look it up.  At first, they would looks things up but I kept consistently giving them a rule that is slightly in their favor.  They&#8217;ve stopped looking up stuff in the middle of combat.<br />
Another thing I&#8217;ve recently done is rules cheat sheets as player hand outs.<br />
I would love to hear folks tactics for dealing with the inattentive players.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('338','Grogtard'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: darkliquid</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-323</link>
		<dc:creator>darkliquid</dc:creator>
		<pubDate>Mon, 19 May 2008 15:41:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-323</guid>
		<description>Thanks for the tips. I think the definite angle is to keep selling the idea of using cards for modifier tracking. I might see about getting some slips for cards that have a transparent washable front, that way they can keep base stats on a card in the slip and write the current modifiers on the front for easy tracking.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;323&#039;,&#039;darkliquid&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the tips. I think the definite angle is to keep selling the idea of using cards for modifier tracking. I might see about getting some slips for cards that have a transparent washable front, that way they can keep base stats on a card in the slip and write the current modifiers on the front for easy tracking.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('323','darkliquid'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-319</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Mon, 19 May 2008 14:04:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-319</guid>
		<description>That last part should be branded on an index card and handed out to players at every game. Excellent advice to keep things moving. 
Fast-paced combat is more fun -- and generates more excitement at the table anyway.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;319&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>That last part should be branded on an index card and handed out to players at every game. Excellent advice to keep things moving.<br />
Fast-paced combat is more fun &#8212; and generates more excitement at the table anyway.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('319','Troy E. Taylor'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-318</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Mon, 19 May 2008 14:01:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-318</guid>
		<description>Great post! Here are some things I do:

1. For 3.5 games, I usually have my spell casters print out spell cards or at least have a sheet with all of the pertinent information. Not only does it save flip time, but you can use them to track spell use. Combat action cards are also useful.

2. I always print a couple copies of must-used or hard-to-remember rules and keep them on the table. This especially works well for games with drama/action/hero/etc. points, so that players can see what these points can be used for.

3. Call out modifiers before the roll. This gets players in the routine of memorizing their bonuses.

4. I bought the initiative tracker and wire spell area effect props from Gamemastery. These have proved invaluable.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;318&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great post! Here are some things I do:</p>
<p>1. For 3.5 games, I usually have my spell casters print out spell cards or at least have a sheet with all of the pertinent information. Not only does it save flip time, but you can use them to track spell use. Combat action cards are also useful.</p>
<p>2. I always print a couple copies of must-used or hard-to-remember rules and keep them on the table. This especially works well for games with drama/action/hero/etc. points, so that players can see what these points can be used for.</p>
<p>3. Call out modifiers before the roll. This gets players in the routine of memorizing their bonuses.</p>
<p>4. I bought the initiative tracker and wire spell area effect props from Gamemastery. These have proved invaluable.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('318','Walt Ciechanowski'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-312</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Mon, 19 May 2008 13:25:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-312</guid>
		<description>D&amp;D 3.5 can get &lt;i&gt;really&lt;/i&gt; complicated.  

I use &lt;a href=&quot;http://nzcomputers.net/heroforge/default.asp&quot; rel=&quot;nofollow&quot;&gt;HeroForge&lt;/a&gt; to manage complex characters.  It&#039;s free, it handles over 90% of WotC&#039;s material (and some from other publishers), and it lets you select which &#039;buff spells/abilities&#039; are active at any given time.  If you&#039;ve ever run a high-level Barbarian with six buff spells, ten magic items, and Greater Rage, you&#039;ll appreciate this.

Downside: It&#039;s a huge Excel spreadsheet, and is a bit more stable with more recent versions of Excel.  

Caveat: I am on the dev. team, although it&#039;s mainly as a cheerleader.

If the computer route is not an option, have them make up index cards with their current modifiers.  Something like &quot;Attack +10/+5, Damage 1d10+12, AC 19 (flat-footed 17, touch 12)&quot;, and then modify it or make a new card when something changes.  Another alternative is to keep one card with only the current modifiers running on it.  The key is to find a consistent system, and it will become automatic.

Another alternative is to let another player assist them. This can be done smoothly enough that it doesn&#039;t scream, &quot;Joey can&#039;t do math!&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;312&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>D&amp;D 3.5 can get <i>really</i> complicated.  </p>
<p>I use <a href="http://nzcomputers.net/heroforge/default.asp" rel="nofollow">HeroForge</a> to manage complex characters.  It&#8217;s free, it handles over 90% of WotC&#8217;s material (and some from other publishers), and it lets you select which &#8216;buff spells/abilities&#8217; are active at any given time.  If you&#8217;ve ever run a high-level Barbarian with six buff spells, ten magic items, and Greater Rage, you&#8217;ll appreciate this.</p>
<p>Downside: It&#8217;s a huge Excel spreadsheet, and is a bit more stable with more recent versions of Excel.  </p>
<p>Caveat: I am on the dev. team, although it&#8217;s mainly as a cheerleader.</p>
<p>If the computer route is not an option, have them make up index cards with their current modifiers.  Something like &#8220;Attack +10/+5, Damage 1d10+12, AC 19 (flat-footed 17, touch 12)&#8221;, and then modify it or make a new card when something changes.  Another alternative is to keep one card with only the current modifiers running on it.  The key is to find a consistent system, and it will become automatic.</p>
<p>Another alternative is to let another player assist them. This can be done smoothly enough that it doesn&#8217;t scream, &#8220;Joey can&#8217;t do math!&#8221;
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('312','Kurt \&quot;Telas\&quot; Schneider'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: darkliquid</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-307</link>
		<dc:creator>darkliquid</dc:creator>
		<pubDate>Mon, 19 May 2008 11:46:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-307</guid>
		<description>Some of the players in games I&#039;m in have learning difficulties and find it really hard to keep track of everything needed during combat (what buffs and debuffs they have, what spells they have available and what kind of actions they can take in given situations, etc) while the rest of the players really want to push forwards with combat. We mostly don&#039;t mind but sometime things get a little trying. It&#039;s not uncommon in games I&#039;ve played for a single round to take upwards of 10-15 minutes and for the simplest of combats to take entire sessions.

A lot of the things in this post are really helpful, especially the ideas about cards/notes/etc. Any ideas on things that can be done to help players that find it inherently hard to go through combat quickly? This is mostly for D&amp;D3.5, I&#039;ve not had any experience with these players in other systems.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;307&#039;,&#039;darkliquid&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Some of the players in games I&#8217;m in have learning difficulties and find it really hard to keep track of everything needed during combat (what buffs and debuffs they have, what spells they have available and what kind of actions they can take in given situations, etc) while the rest of the players really want to push forwards with combat. We mostly don&#8217;t mind but sometime things get a little trying. It&#8217;s not uncommon in games I&#8217;ve played for a single round to take upwards of 10-15 minutes and for the simplest of combats to take entire sessions.</p>
<p>A lot of the things in this post are really helpful, especially the ideas about cards/notes/etc. Any ideas on things that can be done to help players that find it inherently hard to go through combat quickly? This is mostly for D&amp;D3.5, I&#8217;ve not had any experience with these players in other systems.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('307','darkliquid'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
	<item>
		<title>By: suudo</title>
		<link>http://www.gnomestew.com/gming-advice/speeding-up-combat/comment-page-1#comment-306</link>
		<dc:creator>suudo</dc:creator>
		<pubDate>Mon, 19 May 2008 11:11:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=64#comment-306</guid>
		<description>During combat, I like to stand up and use a raised/enthusiastic voice. And I try to make my combats more interesting than, &quot;He stabs you. You stab him. He stabs you. You kill him.&quot; - so I really get into it. 

Descriptions of the environment and what&#039;s happening really help when the descriptions are concise and plucked of filler.

I&#039;m not sure how possible the former is in 3.5, but as I use a fairly rules-lite system for most of my gaming, it tends to work out decently enough.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;306&#039;,&#039;suudo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>During combat, I like to stand up and use a raised/enthusiastic voice. And I try to make my combats more interesting than, &#8220;He stabs you. You stab him. He stabs you. You kill him.&#8221; &#8211; so I really get into it. </p>
<p>Descriptions of the environment and what&#8217;s happening really help when the descriptions are concise and plucked of filler.</p>
<p>I&#8217;m not sure how possible the former is in 3.5, but as I use a fairly rules-lite system for most of my gaming, it tends to work out decently enough.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('306','suudo'); return false;">Reply</a> </div>
]]></content:encoded>
	</item>
</channel>
</rss>

