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Post by neuromancer on Nov 9, 2008 16:06:10 GMT
Ok my initial plan
10th Nov final character tweaks and final pc roster I have 8 currently but it appears that there may be some others I didn’t capture last Monday.
17th Nov first game
Given the size of the group we will have to be strict on time keeping and I think having a player act as a team captain/time keeper whose job is to help keep track of imitative in combat is vital.
I also think having a time limit on out of combat discussions about tactics/strategy might be worth trying say 10 min and to try and be organised in discussions. May be having discussions on what to do next in a clockwise order and rather than having long drawn out discussions take a vote after everyone has had there say.
i dont want to post my email address in a world readible forum but ill do a hand out next monday with all my contact deatails
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Post by Stephen Mawson on Nov 10, 2008 12:07:30 GMT
From my experience the non combat stuff doesn't tend to take up that much time, unless the party gets into a debate on what to do next. Usually it's the combats that tend to use the most time, and as in fourth edition most players combat actions are going to normally consist of moving and using a power this should speed up fights quite a bit compared to 3rd ed, where players, most especially spell casters, had a very large number of options per round and deciding on what the best action to take in a given situation could take time.
I don't mind doing the initiative tracking etc, as I'm used to doing this kind of thing in the 3rd ed game I run at Phoenix.
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Post by Legionnaire on Nov 10, 2008 12:56:41 GMT
Well, it would make sense to let someone familiar with the system helping Maurice out, especially as it looks like we're going to have 10 players. As far as I've understood, in D&D combat you have nifty floorplans and a goon of your choice to represent "you", making the whole combat area both larger and more visual, hence Maurices suggestion about 10mins tactical option talk before combat. I have to say that's a novelty to me, as we never really bothered with this in my roleplaying days, taking the view that combat is at best a chaotic and everchanging activity, and it's very difficult to have a correct overview of everything when you're busy saving your life from attacking Orcs, breathing in your face! I'm happy to go along with however it works though. But it probably make a lot more sense to see if you you're able to Backstab a certain figure, Attacks of Opportunity etc.
Btw, you mentioned that you've got loads of goons, anything in the region of a twin dagger wielding character Stephen?
The Swede.
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Post by Stephen Mawson on Nov 10, 2008 13:37:32 GMT
I'll bring them along tonight and you can have a look through for appropriate characters. I have a couple of Tiefling models, one of which I believe has two weapons.
The way the 4th Edition rules are now I think it would be very difficult to play the game without the miniatures and the combat tiles. So many of the powers are designed to attack enemies in a certain number of squares, or move people around from square to square that they would be much harder to work out if played without exact positions for everyone.
At lot of the combat rules are based pretty much on where you are standing in relation to the enemy, and you allies.
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Post by neuromancer on Nov 11, 2008 23:30:07 GMT
there should be the clubs floorplans upstairs as well
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