Copied this from a thread on Gleemax that I’ve already closed so no directly link to it. Sorry Image Credits
A DM’s Guide
Probably the most frequent complaint of DMs using Fourth Edition rules is the length of combat. I’ve compiled the advice that has been given in multiple threads in multiple boards herein. DMs should not implement all of these suggestions (though I guess they could if they want) but should choose from among these those suggestions that work best for their groups.
If anybody has any suggested additions or changes to the post, or can link to a thread containing more suggestions, please PM me.
General Advice:
- It Gets Better: Combat is often slow when you’re first learning the system or when players are trying out a brand-new character, especially if you begin outside the Heroic Tier. As you and your players get used to the system and what they and their allies can accomplish, combat will get faster.
- Don’t Worry: Sometimes hesitation is a sign of a DM afraid to get something wrong. Don’t be. If you’re uncertain of a ruling, just rule, make a quick notation and check the rule after the game. Don’t be afraid to tell players you erred in a past session and will be ruling differently in the future.
Player Management:
- Announcements: Require players to state “Done†when they finished their actions. This focuses them and prevents “Wait.. Wait… wait!†moments.
- Banter: Ask players to keep banter to a minimum, and to save the jokes until after the battle ends.
- Delegate: Enlist your resident rules lawyer to help the guy on deck in the initiative order plan actions while you deal with the action of the person who presently has initiative. This may also be a good job for the person playing the Warlord (if any).
- Table Discussions: If a rule dispute breaks out, just make a decision and tell people to stop arguing. The decision can be revisited after the game.
- Time Limit: Encourage players to plan their character’s action before their turn in initiative by enforcing a time limit. If they do not act within the limit, they delay their turn until they are ready.
Table Management:
- Additive Damage Tracking: Count NPC hp-loss from 0 up to the Bloodied level and then up from Bloodied to the Maximum HP for the creature, rather than subtracting from the maximum hp down to bloodied down to zero. Adding is easier than subtracting for most, and, bizarrely, that half-second differential actually can make a difference over the course of a battle.
- Book Tabs: Place post-its or tabs on pages you refer to often, like Conditions, Disease Tracks and Page 42.
- Condition Markers: Use a prop (multicolored poker chips, for example) to signify different conditions like marked, bloodied, stunned, etc. Display a key so people know what each marker represents.
- Defense Display: Display all the opponents’ defenses (AC, Fort, Ref and Will) so players can quickly determine if their attacks were successful.
- Dicework: Roll attack and damage at the same time. Have your players do the same.
- Initiative Display: Keep a display showing everybody what the initiative order is so people know what their turn approaches. It also helps the players strategize.
- Monster Cards: Keep separate index cards with all the monster’s information on it. Some people use them as initiative cards, but others find that inefficient as you have to thumb through the cards every time a monster is hit. Use the method that works for you.
- Power Cards or Lists: Make sure players have cards or lists at hand that clearly set forth their attack bonuses and weapon damage.
- Pre-Rolling: Pre-roll initiative for monsters. If you feel ambitious, pre-roll a bunch of d20 and use them for all attacks, in order.
- Set the Mood: Make sure televisions and radios are off. Nobody should be listening to music or playing games or texting girlfriends.
Encounter Design:
- Cascade: Stagger when the NPCs enter so you don’t have too many NPCs on the battlemat at any given round.
- Difficulty: Give the PCs some easy fights, particularly in the beginning. It’s fun, makes them feel like heroes, and moves quickly.
- Endgame. When it is clear the PCs will win the fight, end the fight. Have the creatures surrender or flee, or use the Minionize house rule below.
- Homogeneity. Limit the number of different types of creatures in the fight. Too many creature types means too many abilities to track.
- Initiative. Group bunches of similar enemies into “squads†and have them act on the same initiative. That way you only have to decide what they do one time and it handles a bunch of enemy turns all at once.
- Level. Avoid using monsters more than 3 levels above or below the party level.
- Numbers. Avoid using more than 2 or 3 more monsters than there are player characters.
- Minions. Limit the use of minions, particularly if the party lacks a controller. Substitute swarms to represent large numbers of foes.
- Strategize. Devise some NPC combat strategies before the game starts and mark it in you notes. This will speed up NPC turns.
- Terrain: Be conservative with the use of hindering terrain. Don’t use more than one in a battle.
House Rules:
- Glass Cannon: Reduce monster hit points by a third or by half. You might also double the damage monsters inflict.
- Law of Averages: Have monsters always go on their average initiative and have them inflict average damage (rounded up, double on a critical hit). Note the amounts on the monster sheets.
- Minionize: If the party has bloodied all non-minion foes without any PC being bloodied, each foe will reach zero hp on the next successful damaging attack against them. This effect ends if any foe is healed so as not to be bloodied, or if a player character becomes bloodied. (This effect should not be used in reverse!)
- Rule 42 to Infinity: Eliminate all powers except at-will. Have players narrate their actions and then use page 42 to determine appropriate results.