D&D 5E A guide on streamlining combat


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5, 6 & 7 were the only ones Id consider using. 5) Mad dog mode could prove interesting if used sparingly. 6) I might outsource somethings to keep the players minds from wandering. Really pisses me off when I turn to a players they're talking to another player or texting someone. I know that after DMing a session Ive been mentally exhausted from constantly having to think and run the game, something I believe the players can't really relate to. 7) I actually do this from time to time, and who doesn't love when Denis Leary makes an appearance.
 

One comment on Mad Dog mode:

This reflects the idea I had a while back for our game to remove HP bloat. Cut HP in half and you get basically what he was talking about (he suggested reducing monster HP but increasing monster damage IIRC, but instead of increasing monster damage just reduce PC HP as well).

I think this is a very good idea and plan to play test it when I run my game later this year.
 

+1 for post-production, Matt.

I think I'm a slightly more evil DM - my favorite rule for speeding up combat is:

If the player doesn't know what to do, he gets skipped.

The reason for that is because Plan Ahead doesn't work; it requires players to be able to focus. Some can't, some can. However, when your turn gets skipped (but you're allowed to act once you come up with something), then you're immediately invested in coming up with something to do.

Roll first: brilliant. Still requires a bit of focus.

Roll damage with attack: I've been recommending this for years.

Average damage, or Numenera combat: see also: GM's don't roll.

Mad dog mode: has a side effect of players paying more attention (yay)!

Outsource: not bad, but some players have trouble with just planning ahead.

Skip combat: I'd do this, but with a few cursory rolls to help fake it. It depends on the group: maybe some players love making lots of damage rolls to cut through cannon fodder, even if it takes a while?

Some of our most exciting and memorable moments have come from a player rolling a 20 on a death save and then doing something amazing during their turn.
Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion! :cautious:
 

So, I finally got to watch the actual video and I should add things I forgot about before:
  • players often roll and act for NPCs/hireling/henchmen instead of having the DM control them.
  • we have a displayed Initiative order so everyone knows who's turn is next.
One thing he suggests we do NOT do is roll attacks and damage together. We had a new player for a while who did this and it drove the DM nuts! Part of the issue with extra attack is often if the first hit kills, then the character moves to another, the AC might be different, the attacked might now be flanking and have advantage, or any number of other things. Also, when we switched to average damage in most instances, rolling for damage wasn't needed.

Plus if you roll damage but have a Sneak Attack or Smite, the player basically has more chances to apply the extra dice to a critical hit. You shouldn't know if the first attack will hit or not because maybe you are holding the extra dice on the second attack in case you crit.

Frankly, all-in-all it became more of a hindrance than a help.
Not sure I understand all the issues. I've done and encouraged rolling attack and damage for as long as I can remember over multiple editions.

The player just keeps track of what AC they hit. The only exception is that if they have one of the -5/+10 attack options they have to indicate their chosen option before they roll.

I can't think of the last time they didn't know whether they'd have advantage or disadvantage, but if they rolled 1 die they just roll a second time. If they rolled 2 it depends on how organized they are. I have similar colored D20s that are different enough I know which one I use if I only roll 1 (which I always use if I roll 1 die). If they don't have that, just reroll the attack when it happens.

Smite is always after you know whether or not you hit. If you're going to smite on your turn if you hit (crit or not) declare it before you roll. Sneak attack always applies to the first hit that qualifies.

Last but not least, always have a sequence of attacks. If I have 2 attacks it's always Black and then Blue. If I have a 3rd it's White.

As a DM I do something similar - I'll make multiple attacks at the same time. Black is always first and closest (or furthest to my right) then Blue.

Besides, it's a great excuse to buy more dice!
 

I use the same table rule since D&D 3.Xe, through D&D 4e, and now in D&D 5e that the players must understand, agree to, and abide by:

"Your turn is for acting, not for thinking about what to do. The time to think about what to do is during other people's turns. If your turn comes up and you don't know what to do, ask the other players and do what they tell you immediately without debate. (Other players should not offer unsolicited advice.) Make it a point to follow this table rule and your turn will come around quicker, the game will be more fast-paced, and you will generate more XP per session."

Simple, clear, lays out expectations and benefits to incentivize behavior. Once the players buy in on this, it's smooth sailing in my experience. If they don't buy in, then they can go slow down some other group's game.
 

Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion! :cautious:

...these are the rules of the game...

If a player rolls a 20 on a death saving throw they gain 1 hp.

Houserule that away if you want but no need to be snide to those who don't.

It is a common trope in heroic fantasy. D&D is all tropes. Hard to believe this one is your breaking point for immersion.
 

Not sure I understand all the issues. I've done and encouraged rolling attack and damage for as long as I can remember over multiple editions.

The player just keeps track of what AC they hit. The only exception is that if they have one of the -5/+10 attack options they have to indicate their chosen option before they roll.

I can't think of the last time they didn't know whether they'd have advantage or disadvantage, but if they rolled 1 die they just roll a second time. If they rolled 2 it depends on how organized they are. I have similar colored D20s that are different enough I know which one I use if I only roll 1 (which I always use if I roll 1 die). If they don't have that, just reroll the attack when it happens.

Smite is always after you know whether or not you hit. If you're going to smite on your turn if you hit (crit or not) declare it before you roll. Sneak attack always applies to the first hit that qualifies.

Last but not least, always have a sequence of attacks. If I have 2 attacks it's always Black and then Blue. If I have a 3rd it's White.

As a DM I do something similar - I'll make multiple attacks at the same time. Black is always first and closest (or furthest to my right) then Blue.

Besides, it's a great excuse to buy more dice!

Ok, I'll be specific and then you can understand.

Example. A paladin with Extra Attack has only a 2nd-level slot remaining for one more smite. He is a Fighter MC champion so will crit on a 19-20. If he rolls both attacks at the same time, either could come up a critical hit and he gains the benefit of applying the smite to the critical hit. If he is forced to roll one and then the second, hits on the first but it isn't a crit. Does he apply the smite or save it for the second roll in case it is a crit? The player is forced to choose when he will use his last smite. The second attack might miss completely.

Same idea with a Fighter/Rogue and sneak attack. He could crit on either dice if he rolls them together, in which case he can choose to apply the sneak attack to the crit. But, if you force him to roll one and then the second, he might delay the sneak attack to the second roll--which might miss.

FWIW, sneak attack damage does not have to go to the first hit, it is simply once on your turn.

I won't allow it when I DM and neither does our main DM. It caused more problems then it is worth. Besides, if you roll high and miss on the first attack, maybe you would want to move to attack something else with the second, or do a shove instead to force it to make a check, etc.

Finally, buying more dice than you can ever really use is NOT something I encourage in new players. I've never had more than 5 sets myself at one time, and that is more for when I DM. :)
 

Ok, I'll be specific and then you can understand.

Example. A paladin with Extra Attack has only a 2nd-level slot remaining for one more smite. He is a Fighter MC champion so will crit on a 19-20. If he rolls both attacks at the same time, either could come up a critical hit and he gains the benefit of applying the smite to the critical hit. If he is forced to roll one and then the second, hits on the first but it isn't a crit. Does he apply the smite or save it for the second roll in case it is a crit? The player is forced to choose when he will use his last smite. The second attack might miss completely.

Same idea with a Fighter/Rogue and sneak attack. He could crit on either dice if he rolls them together, in which case he can choose to apply the sneak attack to the crit. But, if you force him to roll one and then the second, he might delay the sneak attack to the second roll--which might miss.

FWIW, sneak attack damage does not have to go to the first hit, it is simply once on your turn.

I won't allow it when I DM and neither does our main DM. It caused more problems then it is worth. Besides, if you roll high and miss on the first attack, maybe you would want to move to attack something else with the second, or do a shove instead to force it to make a check, etc.

Right, if it wasn't clear I just stated my table's guidelines.

A paladin can always smite on a crit (because paladin's are cheesy like that). If they are going to smite on their turn no matter if they crit or not they need to indicate ahead of time.

Rogues have to sneak attack on their first hit that qualifies for sneak attack unless, again, they declare differently ahead of time.

It really does save a lot of time, especially when you get lots of attacks such as higher level fighter with dual weapon fighting.

Finally, buying more dice than you can ever really use is NOT something I encourage in new players. I've never had more than 5 sets myself at one time, and that is more for when I DM. :)

SACRILEGE! The dice gods will not be happy! :P
 

Right, if it wasn't clear I just stated my table's guidelines.

A paladin can always smite on a crit (because paladin's are cheesy like that). If they are going to smite on their turn no matter if they crit or not they need to indicate ahead of time.

Rogues have to sneak attack on their first hit that qualifies for sneak attack unless, again, they declare differently ahead of time.

It really does save a lot of time, especially when you get lots of attacks such as higher level fighter with dual weapon fighting.

SACRILEGE! The dice gods will not be happy! :p

Sure, if you are more "declaring" uses of those features so to speak, it would probably work ok, but since those are the normal rules and not what our table does anyway, it hinders the idea.

And damn the dice gods! They never roll well for me--so what do I owe them!? ;)
 

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