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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5/PF - Some Ideas for speeding combat.
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<blockquote data-quote="Gottohneaffen" data-source="post: 5501164" data-attributes="member: 6671356"><p>PowerMaster, one thing you can try is the 6 second rule [a turn is about 6 seconds] therefore giving each person [including you] about 6 seconds to act on their turn and if they don't, they delay or don't act. It shouldn't be that hard to say I'll move up here and attack. If they are describing an effect or looking up a spell or something important you could take it off the time for then or be an evil DM and not as it could be abused. Some players & you may not like it but my group does because it's fast paced combat and realistically you shouldn't have minutes to think of what to do in a dangerous situation like combat. You could change this rule to maybe 30 seconds, a minute or a few minutes because SERIOUSLY if someone takes a few minutes to do just their one turn something is wrong <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> If everyone takes a while on their turns... then you really need a solution. This is a nice idea that could be used to speed up combat if the players' are slowing it down by taking really long turns and not thinking of it till their turn.</p><p> </p><p>Know what your monsters are like before you play and what they would do if possible. Knowing what your monsters will do on the spot will speed up combat</p><p>Tell the PCs to KNOW what they are doing or have a good idea of what to do before it's their turn. I always do this because we all hate it when someone new is up but has to take several minutes to decide what he's going to do and same with the next person. If you incorperate the 6 second rule in, they probably would think not on their turn because they want to go. This should go for monsters too. </p><p> </p><p>What I did at first is say we are going to try something new and we may or may not use it and I had us try out the 6 second rule as the DM to gather opinions of players [some think it's a terrible idea but like it afterwards] and we tried it, still do it too.</p><p> </p><p>Tankiller has a good idea on group initiative. If you have a really large group of monsters & PCs, you may want to do that and just average it. I usually let the players do initiative for themselves and I ask the order and write it down on paper because none of the players have done a good enough job yet. You could try getting a player to take & call initiative but i've not had luck with that because my players usually take over 30 seconds to say who's next up even with the sheet there which is a problem for me as a DM because I like them to tell the next player who is up that they're on the spot after so-and-so, so they'd be ready to take their turn next. That speeds it up more for me.</p><p> </p><p>Then I just average the monsters, or do them into groups like I'd have the orcs & goblins both have seperate group initiatives. Hope I helped <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> or at least gave an interesting idea,</p><p>Gottohneaffen</p></blockquote><p></p>
[QUOTE="Gottohneaffen, post: 5501164, member: 6671356"] PowerMaster, one thing you can try is the 6 second rule [a turn is about 6 seconds] therefore giving each person [including you] about 6 seconds to act on their turn and if they don't, they delay or don't act. It shouldn't be that hard to say I'll move up here and attack. If they are describing an effect or looking up a spell or something important you could take it off the time for then or be an evil DM and not as it could be abused. Some players & you may not like it but my group does because it's fast paced combat and realistically you shouldn't have minutes to think of what to do in a dangerous situation like combat. You could change this rule to maybe 30 seconds, a minute or a few minutes because SERIOUSLY if someone takes a few minutes to do just their one turn something is wrong :D If everyone takes a while on their turns... then you really need a solution. This is a nice idea that could be used to speed up combat if the players' are slowing it down by taking really long turns and not thinking of it till their turn. Know what your monsters are like before you play and what they would do if possible. Knowing what your monsters will do on the spot will speed up combat Tell the PCs to KNOW what they are doing or have a good idea of what to do before it's their turn. I always do this because we all hate it when someone new is up but has to take several minutes to decide what he's going to do and same with the next person. If you incorperate the 6 second rule in, they probably would think not on their turn because they want to go. This should go for monsters too. What I did at first is say we are going to try something new and we may or may not use it and I had us try out the 6 second rule as the DM to gather opinions of players [some think it's a terrible idea but like it afterwards] and we tried it, still do it too. Tankiller has a good idea on group initiative. If you have a really large group of monsters & PCs, you may want to do that and just average it. I usually let the players do initiative for themselves and I ask the order and write it down on paper because none of the players have done a good enough job yet. You could try getting a player to take & call initiative but i've not had luck with that because my players usually take over 30 seconds to say who's next up even with the sheet there which is a problem for me as a DM because I like them to tell the next player who is up that they're on the spot after so-and-so, so they'd be ready to take their turn next. That speeds it up more for me. Then I just average the monsters, or do them into groups like I'd have the orcs & goblins both have seperate group initiatives. Hope I helped :D or at least gave an interesting idea, Gottohneaffen [/QUOTE]
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