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General Tabletop Discussion
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Suggestions for Speeding Up Combat
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<blockquote data-quote="buzz" data-source="post: 4150951" data-attributes="member: 6777"><p>The best way to speed up combat is to have your players master the rules. At the very least, they need to get familiar with the basics of combat and the abilities possessed by their PCs. No amount of cheat-sheets, whiteboards, and rolling-in-advance are going to work if the players are not interested in learning the system. At the very least, some of the players need to get up to speed so that everything doesn't rely on you, i.e., so they can help each other while you focus on running the game.</p><p></p><p>If your players are not interested in this, I would seriously consider looking at a simpler, less tactical RPG to play. Honestly, I know a lot of people who are in love with the "setting" of D&D, but really aren't interested in the mechanics. If this is the case, I would take a look at games like <a href="http://tsoy.crngames.com/" target="_blank">The Shadow of Yesterday</a>, <a href="http://redboxhack.blogspot.com/" target="_blank">Red Box Hack</a>, or <a href="http://www.change-works.com/sb/questers/index.htm" target="_blank">Questers of the Middle Realms</a>. These games are easy to play and will allow you to play the D&D your group sees in their heads, but without all the tactical crunch.</p><p></p><p>I say all this as someone who's been playing for years in groups with "story focused" and "casual" players. One of two things always happens: a) the player realizes that D&D is a tactically-focused RPG that demands a certain amount of expertise to play smoothly, and thus they step up; or b) they don't care or are uninterested in learning the system, and thus need to have their hand held each combat despite years of time spent at the table.</p><p></p><p>If a significant number of people in the group are willing to do (a), you're in luck. If you've got mostly (b) going on, you've got to either hack D&D into something simple enough to get out of their way, or you need to find something else to do with these people.</p><p></p><p>Basically, the whole group needs to solve the issue. It can't be solved just by you, unless you're willing to more than double your effort. And, honestly, I don't think that's really fair.</p></blockquote><p></p>
[QUOTE="buzz, post: 4150951, member: 6777"] The best way to speed up combat is to have your players master the rules. At the very least, they need to get familiar with the basics of combat and the abilities possessed by their PCs. No amount of cheat-sheets, whiteboards, and rolling-in-advance are going to work if the players are not interested in learning the system. At the very least, some of the players need to get up to speed so that everything doesn't rely on you, i.e., so they can help each other while you focus on running the game. If your players are not interested in this, I would seriously consider looking at a simpler, less tactical RPG to play. Honestly, I know a lot of people who are in love with the "setting" of D&D, but really aren't interested in the mechanics. If this is the case, I would take a look at games like [url=http://tsoy.crngames.com/]The Shadow of Yesterday[/url], [url=http://redboxhack.blogspot.com/]Red Box Hack[/url], or [url=http://www.change-works.com/sb/questers/index.htm]Questers of the Middle Realms[/url]. These games are easy to play and will allow you to play the D&D your group sees in their heads, but without all the tactical crunch. I say all this as someone who's been playing for years in groups with "story focused" and "casual" players. One of two things always happens: a) the player realizes that D&D is a tactically-focused RPG that demands a certain amount of expertise to play smoothly, and thus they step up; or b) they don't care or are uninterested in learning the system, and thus need to have their hand held each combat despite years of time spent at the table. If a significant number of people in the group are willing to do (a), you're in luck. If you've got mostly (b) going on, you've got to either hack D&D into something simple enough to get out of their way, or you need to find something else to do with these people. Basically, the whole group needs to solve the issue. It can't be solved just by you, unless you're willing to more than double your effort. And, honestly, I don't think that's really fair. [/QUOTE]
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