D&D 5E Looking for advice on combat DnD 5e as a DM

ArtaSoral

Villager
First post so I apologize if i put it in the wrong place or something like that.

I've been DMing for 5e for about a year now but as its my first DnD experience i still feel like a newbie DM. One issue I've been having is combat always seem to function poorly. encounters that are supposed to be short end up ta remarkably long; whats really frustrating about this is we still dont have many rounds of combat. it seems to take us almost an hour to get throughjust 3 or 4 rounds of combat. So far i havent been able to diagnose the problem and im wondering if any experienced DM's have tips on running combat that might solve this issue. Some other issues iv been having specificly with combat encounters:
  • Keeping track of spell effects both from PC's and NPCs (stuff like darkness or entagling roots)
  • Making descisions for the enemies. Alot of the time i have trouble figureing out what the mobs would do.
  • Keeping the combat going: often when dealing with a number of mobs i feel like all my rolling and actions slow down the action
    • Casting spells: iv been loth to use spellcasting enemies because I feel like ill have to slow down combat to look up the spells. this is even when i have them written down ahead of time because i just dont have the memry to remember what all the spells do so if an NPC has 5or6 spells i need to read all of them which can take a while
Sorry for the long post, thanx in advanced
 

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Do you use any sort of combat tracker tool to help run initiative? I have an initiative tracker on my iPad (and most count rounds too, which is really handy for me as thats something I've struggled with), but if you're going lo-tech, notecards with the PC's names works quite well. I've seen some groups where the DM will actually have one of the players manage initiative order, and that can help offload some of your work load.

Also to keep things moving, I'll announce the next PC or two who is up in the combat order "OK, it's Jim's turn, Sue is up next, Ted after that" so that those players will start thinking about their actions.

In my notes I will make a note of spells that i don't know - very simple; something like "Big Blasty Spell (range 60 ft, damage 5d10, dex save for half)" etc. Keep to the sorcerors and such who have simple spell lists until you're comfortable with that. Keep in mind that though they have limited spells selection, typical NPC's don't last long enough for the PC's tpo notice that they're not actually all that complex. If you don't tell them, they'll never know.

For enemy decisions, keep it simple; most enemies will attack the closest foe, or the one who hit them last. Smart enemies may gang up on a single PC to take them down quickly (but thats not that fun for the players so I don't use that tactic all that often). If you use mini's, again, you can use your players to help with the workload, just tell them "move all those guys up to the PC's; they can move 30 ft" and let them move all the minis - only jump in if one of them moves a guy where you don't think they'd go. If the combat doesn't require it, don't use the mini's and that will speed things up a bit too.

I'm not sure what you mean by "mobs" if you mean that you're literally using tons of enemies to challenge your PC's or if its just a short hand expression; I like to have at least one enemy per PC in most fights, but also change it up to have singular enemies from time to time to vary things (and cut down on the raw dice rolling).

Consider using little colored beads or something to track conditions.

Hope some of that helps!
 


Welcome to EnWorld! This is the perfect forum to post these, and I'm sure you're about to get a lot of suggestions. I would not call myself the most amazing GM in the world, but I hope to help here.

  • Keeping track of spell effects both from PC's and NPCs (stuff like darkness or entagling roots)
If you use minis and a map, one of the best things you can get are tokens or even just like plain yarn. Someone throws darkness down in an area? But a string around that area. Bam. Darkness zone.

If a target is blinded? Put a token next to their mini to signify this. It could just be different colored skittles, even, just something to show "there is something going on here".

Whether you have minis or not, you're going to want either index cards or something to write this stuff down. I have like a little flipbook notepad that I'll take down the names of enemies and then I can easily jot down next to them things like "Blinded until Saves" or "Staggered 1 Rd".

Whatever you use to write stuff down, just also make a note of the creatures' AC and HP so you can quickly reference this immediately.

Making descisions for the enemies. Alot of the time i have trouble figureing out what the mobs would do.

Honestly, this just comes with experience, but I usually try to think about what kind of creatures the party is fighting, how intelligent they are, and how they would realistically handle danger.

Are the enemies of some intelligence (goblins/kobolds) and just saw someone cast Magic? They're probably going to go after that Spellcaster because that's a terrifying thing to confront. They know that magic is powerful (or at least they know that flames shooting from someone's fingertips is generally a bad thing), and wouldn't want to face this any longer than they realistically have to.

Did the mob just lose a lot of their numbers? They'll probably retreat. Most things do not want to die, and rarely if ever fight to the death. Even an Orc or Hobgoblin would rather retreat (and probably regroup for an ambush) rather than just stay in place where they are savagely beaten and their fellows are killed.

For most intelligent mobs, again, look at the party, and then gauge what you might do as a player were you fighting the PCs. Kobolds and such are not dumb: If they see a Ranger and a Rogue loaded with arrows and throwing weapons, they're going to find cover. If they see someone decked out in heavy armor and carrying a shield, they'll either try and gang up on them and find a way to use the "Help" action to gain Advantage and get around that armor, or they'll just keep trying to stay away from that person or hinder them and some way while they fight the rest of the party.

Even animals like Wolves and such don't want to die: they will run if badly injured or their fellows are killed. This creates an interesting RP choice for the party, too: pursue, or let them go? This creates engaging situations.

Now, for unintelligent or mindless creatures, like Zombies or like Insects, I wouldn't factor too much into tactics: they're basically going for the closest enemy and are going to try and kill it as quickly as possible.
Keeping the combat going: often when dealing with a number of mobs i feel like all my rolling and actions slow down the action

Roll all your dice at the same time. Seriously. Pair off your d20s with your damage dice (preferably the same colors if you can), and say "Okay, these two goblins attack the Fighter, this Bugbear attacks the Paladin, and the other three goblins attack the Warlock", and then roll all of it at once (just making sure you know which dice are assigned to which enemies).

This way, you can just look at the d20s, quickly see who hit, and then you already have the damage rolled. If anything, you can even just do the "Average Damage" that the monster stats have and there you go, that's an even faster way of doing this.

Also of note: how big are your mobs? 5E combat situations can often be faster, a lot more tactical, and a lot more fun if the PCs are fighting 2 or 3 more powerful creatures than 10 weaker ones. That's far less dice and stats and such to keep track of.


Casting spells: iv been loth to use spellcasting enemies because I feel like ill have to slow down combat to look up the spells. this is even when i have them written down ahead of time because i just dont have the memry to remember what all the spells do so if an NPC has 5or6 spells i need to read all of them which can take a while

Dump the idea of tons of spells for an NPC. If you're just starting out, one or two spell-like abilities would be far more interesting, fast, and fun than having like 5 spells that you know you're only going to use like 2, maybe.

Think of how simple spells can drastically change the dynamic of combat, and use those. Misty Step surprised the hell out of my players once when they fought a group of fey creatures that they didn't know could just suddenly teleport. They thought they were at a safe distance and then BAM, suddenly melee!

Likewise, especially at lower levels, Sleep is simple, there's no save, and it can be pretty potent.

If you can, there's a few Phone Apps out there that are immediate spell references that you can basically build a "Spells Known" list for casters. Just set it up before hand, and then bam, you have the tools you need for a sudden spellcaster encounter with all the spell descriptions and variables literally a touch away, rather than searching through the books.


But again: start small. Treat these enemies as not full Wizards but just monsters or enemies with 1 or 2 neat abilities that they can do like 3 times per fight. Something defensive and something offensive, but the most engaging are usually things that change the nature of the battle (like Grease in an area, or Color Spray against a Spellcaster). Your familiarity with the magic and the system will grow as you become more familiar with all these things, and things will naturally get quicker from there.



So, to reiterate:
1.) Always roll all dice at once. Have your players do this too.
2.) Have some index cards or a notebook or something nearby, with the PCs and Enemies written down, so you can easily track Initiative, AC, HP, and statuses
3.) If your enemies are intelligent, play them like it was you as a player fighting the PCs
4.) Remember that things generally do not want to die and will try to protect themselves above all else
5.) Start small with 1 or 2 spells for your enemies so you can better learn to incorporate these powers, and pick spells that are fun and engaging to use, especially if you know the spells well.
 

First post so I apologize if i put it in the wrong place or something like that.

I've been DMing for 5e for about a year now but as its my first DnD experience i still feel like a newbie DM.
Don't worry, in 5 or 10 years, it'll be old hat.

One issue I've been having is combat always seem to function poorly. encounters that are supposed to be short end up ta remarkably long
That's a tad unusual. 5e combats tend to go quickly, often a round or few, even when longer, the rounds can tend to go quickly...

whats really frustrating about this is we still dont have many rounds of combat. it seems to take us almost an hour to get throughjust 3 or 4 rounds of combat. So far i havent been able to diagnose the problem
A lot of things can contribute to bogging down. Is a lot of time spent looking up rules, say re-reading spells, for instance? Do players take a long time to decide on their actions? Do they change their minds part way through and 're-wind?' Do you find you have to describe the whole scene and possible options to each player at the start of their turn every time?

Some other issues iv been having specificly with combat encounters:
  • Keeping track of spell effects both from PC's and NPCs (stuff like darkness or entagling roots)
  • If you're using a play surface, like a chessex battlemat, you can just draw in the affected area, otherwise just place tokens at strategic points to mark it. If you're running TotM, the trick is not to keep careful track of the area and who's in it, and how they'd have to move to avoid it, etc - you just have to sound confident when telling the player's who's in it, and how they'd have to move to avoid it, &c.

    [*]Making descisions for the enemies. Alot of the time i have trouble figureing out what the mobs would do.
    [*]Keeping the combat going: often when dealing with a number of mobs i feel like all my rolling and actions slow down the action
    • Sounds like you could cut down on the size of your encounters. Gravitate more towards combats where the party outnumbers the monsters. A lone monster can be tricky to make challenging, but if the biggest issue is combats taking too long, the odd anticlimactic beatdown shouldn't be too much of a problem. The party outnumbering the enemy 2:1 might be a good thing to aim for. It means fewer turns for your to worry over, and monsters going down faster.

      It might also be that your players aren't being quite as deadly to your monsters as they could be. When the party focuses on one monster at a time and burns them down quickly, each monster taken out of the initiative order speeds the combat slightly from then on.

      [*]Casting spells: iv been loth to use spellcasting enemies because I feel like ill have to slow down combat to look up the spells. this is even when i have them written down ahead of time because i just dont have the memry to remember what all the spells do so if an NPC has 5or6 spells i need to read all of them which can take a while
      Probably a good call. Instead, if you want to use a magic-using foe, pick a spell or three (a beefed up cantrip, so it always has something to cast, and whatever couple other spells fit it best) and use spell cards or just write down the cogent bits on a copy of the monster or NPC, itself.
 
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these are some really great suggestions, thank you all very much. Ill try to implement them at my next session an let yall know how it goes. Ty again
 

As much of a rip off as they are, the GF9 spell cards could maybe come in handy, keep the spells you have right in front of you without having to look it up in a book. You could probably make some up yourself with index cards and a printer. And you will figure out what works best with your DM style as you run more sessions and will find things that used to bog you down are now in memory and cause little issue. Plus don't sweat it. Also I use 4x6 index cards with the monster stats on them to keep track of initiative and I can jot down effects to make sure I don't forget. Which I do anyway...
 

First post so I apologize if i put it in the wrong place or something like that.

I've been DMing for 5e for about a year now but as its my first DnD experience i still feel like a newbie DM. One issue I've been having is combat always seem to function poorly. encounters that are supposed to be short end up ta remarkably long; whats really frustrating about this is we still dont have many rounds of combat. it seems to take us almost an hour to get throughjust 3 or 4 rounds of combat. So far i havent been able to diagnose the problem and im wondering if any experienced DM's have tips on running combat that might solve this issue. Some other issues iv been having specificly with combat encounters:
  • Keeping track of spell effects both from PC's and NPCs (stuff like darkness or entagling roots)
  • Making descisions for the enemies. Alot of the time i have trouble figureing out what the mobs would do.
  • Keeping the combat going: often when dealing with a number of mobs i feel like all my rolling and actions slow down the action
    • Casting spells: iv been loth to use spellcasting enemies because I feel like ill have to slow down combat to look up the spells. this is even when i have them written down ahead of time because i just dont have the memry to remember what all the spells do so if an NPC has 5or6 spells i need to read all of them which can take a while
Sorry for the long post, thanx in advanced

Mostly the time spent in a combat is typically due to the players in my experience, so make sure the players are aware that their turn is for acting, not for thinking about what to do. They should be thinking about what to do when it's somebody else's turn.

If you group has laptops and tablets available, I heartily recommend using Roll20. While I'm sure most people use it for online gaming, it's great for in-person games too and speeds things up a lot. (Plus cleanup is easier.) You can draw in the AOEs with art tools and mark tokens with symbols for any effects that are on them. The onboard SRD has most of the spells and setting them up on a monster is drag-and-drop, then click to cast which outputs the spell text to the chat window. There's no searching for dice, no math to do, and you can set it up to roll attack and damage at the same time, roll two dice for adv/disadv, and have it spit out the AC of the target so that you don't have to say "Hit" or "Miss" before moving onto the damage roll. It saves a lot of time. The most common feedback I get on my games is that we can cover a lot of content in a single session - Roll20 is a big piece of that (though pacing and focus is another).

For the decision making issue, consider coming up with a short phrase to establish their goals e.g. "To guard against intruders" or "To protect the Villain at all costs." When you're not sure what a monster might do, look to that phrase and consider that goal in the context of the situation at that moment. If it still has a chance to achieve its goals, it does that. If it does not, it might parley, retreat, surrender, or fight to the death. This should help with dealing with lots of monsters as well, if they have similar or the same goals since they'll largely be doing the same thing.

Finally, just be okay with the occasional lengthy combat. Sometimes I have big complex set piece combats that last hours. That's okay if it's fun for everyone throughout.
 

For tracking conditions, I find the rings from milk jugs and pop/juice bottles to be useful. I have numerous colors that I have assigned a condition to that I can place on a mini.
 

Keeping track of spell effects both from PC's and NPCs (stuff like darkness or entagling roots)
Make a quick note card for each character (name, hit points, spells, recharges, etc..). When you roll initiative, put them in a stack with the first in the front, and when they take their turn, put it in the back of the stack.
Use 3 different colored paper clips to mark effects. One for the start of the turn, one for the end of the turn, and one for concentration. Remove when the effect is over. Make yourself a little chart to make sure you don't get confused.
When the creature dies, take the note card out of the stack. Possibly write loot on them as well and give them to players as a reward.

You can use a whiteboard and magnets to similar effect. It can be a bit nicer since players can also see the initiative order, but you can't prepare it as easily.

Making descisions for the enemies. Alot of the time i have trouble figureing out what the mobs would do.
Attack! Just run headlong into the party. Let most of them be stupid, you always have more monsters. Possibly reduce the XP award a bit to make up for the low tactical decisions.

If you think a monster should act a certain way, write it down on the card. i.e. "charges tom at any opportunity" or "runs away if half his allies dies". Which you can do before hand. Possibly make a table and roll on it.

Keeping the combat going: often when dealing with a number of mobs i feel like all my rolling and actions slow down the action
Let the players roll an AC 'saving throw' and their own roll their own damage. They can add while you move on.

Players can also look up spells or other things. Particularly those who are waiting for their turn. i.e. while joe looks that up, sue takes her turn.

Casting spells: iv been loth to use spellcasting enemies because I feel like ill have to slow down combat to look up the spells. this is even when i have them written down ahead of time because i just dont have the memry to remember what all the spells do so if an NPC has 5or6 spells i need to read all of them which can take a while
Write them on the notecard. Cross them off as you use them.
 
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