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General Tabletop Discussion
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Suggestions for Speeding Up Combat
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<blockquote data-quote="SavageRobby" data-source="post: 4151704" data-attributes="member: 51573"><p>One thing I've done is offload as much responsibility for manual things on the players as possible. My group usually rolls the attacks and damage by their opponents, as well as saves, spells and anything else. Its practical and fun (nothing like a player rolling a devastating crit against their own character). I also try to get them to move miniatures on the table as much as possible.</p><p></p><p>For us, 20-30 seconds to declare an action is a LONG time. I usually give them 5-10 seconds to declare, and if they haven't by then, they're on hold and I move to the next. </p><p></p><p></p><p>If you're rules-adept, one thing you might consider is to have the less rules-adpet players describe the action they want to do in real world terms, not game terms, and then translate it to game terms for them. You (hopefully) won't have to do this for long, as the players will eventually get it. But it gives them a bit more flexibility in their actions to see what is and isn't actually capable. (I also recommend giving players a little slack when they describe real world actions - IMO you <em>want</em> them thinking cinematically, not mechanically, but that is another discusssion.)</p><p></p><p>As far as fight-to-the-death encounters go, make sure that baddies run away sometimes. Two things happen there - you get recurring villains (which add depth to the game), but also, practically speaking, players will see that it can be done, and may try it themselves. In general, I find the best way to get the players to do something is to do it to them. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4151704, member: 51573"] One thing I've done is offload as much responsibility for manual things on the players as possible. My group usually rolls the attacks and damage by their opponents, as well as saves, spells and anything else. Its practical and fun (nothing like a player rolling a devastating crit against their own character). I also try to get them to move miniatures on the table as much as possible. For us, 20-30 seconds to declare an action is a LONG time. I usually give them 5-10 seconds to declare, and if they haven't by then, they're on hold and I move to the next. If you're rules-adept, one thing you might consider is to have the less rules-adpet players describe the action they want to do in real world terms, not game terms, and then translate it to game terms for them. You (hopefully) won't have to do this for long, as the players will eventually get it. But it gives them a bit more flexibility in their actions to see what is and isn't actually capable. (I also recommend giving players a little slack when they describe real world actions - IMO you [i]want[/i] them thinking cinematically, not mechanically, but that is another discusssion.) As far as fight-to-the-death encounters go, make sure that baddies run away sometimes. Two things happen there - you get recurring villains (which add depth to the game), but also, practically speaking, players will see that it can be done, and may try it themselves. In general, I find the best way to get the players to do something is to do it to them. :D [/QUOTE]
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