This time courtesy of Greywulf’s Lair. My favorite is Roll Five:
This is something we’ve used to good effect in previous sessions. Have the players roll 5 d20s at the start of combat and jot them down. These are their combat rolls for the next five rounds, and they can use them in any order, for any attack. This greatly speeds up combat and encourages tactical play at the same time. Let’s say the player rolls 20, 17, 10, 6 and 2. They’re most likely to use the 20 for a Daily or Encounter Power (’cos missing with those sucks, right). They’ll save that for when it matters the most, burning the low rolls on at-wills and doing what they can to turn them into hits. It’s amazing how players love combat modifiers when they know they’ve got a low roll to work with. Not rolling the attack dice round-by-round means more time to emphasize role-playing and tactical play – another good thing. Optionally, allow the player to spend an Action Point to re-roll their 5 if they don’t like how the dice fell. Every five rounds, call for another five rolls, and keep on playing.
Solid stuff here worth looking at. I’ll certainly use this one in my games.
An interesting concept. I just don’t know about taking away the suspense of the chance of failure when a character rolls to hit with his epic daily power. Though I do understand as a player, that wasting your daily sucks! But that’s part of the game to me.
I’m also going to have to plug my own list of ,a href=”http://www.madbrewlabs.com/index.php/2008/08/21/dd-4e-combat-tips/”>4e combat tips as well.
Grr, I FUBAR’d the link on that one.