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General Tabletop Discussion
*Dungeons & Dragons
A guide on streamlining combat
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<blockquote data-quote="GMMichael" data-source="post: 7951081" data-attributes="member: 6685730"><p>+1 for post-production, Matt.</p><p></p><p>I think I'm a slightly more evil DM - my favorite rule for speeding up combat is:</p><p></p><p><strong>If the player doesn't know what to do, he gets skipped.</strong></p><p></p><p>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.</p><p></p><p>Roll first: brilliant. Still requires a bit of focus.</p><p></p><p>Roll damage with attack: I've been recommending this for years.</p><p></p><p>Average damage, or Numenera combat: see also: GM's don't roll.</p><p></p><p>Mad dog mode: has a side effect of players paying more attention (yay)!</p><p></p><p>Outsource: not bad, but some players have trouble with just planning ahead.</p><p></p><p>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?</p><p></p><p></p><p>Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f612.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cautious:" title="Cautious :cautious:" data-smilie="13"data-shortname=":cautious:" /></p></blockquote><p></p>
[QUOTE="GMMichael, post: 7951081, member: 6685730"] +1 for post-production, Matt. I think I'm a slightly more evil DM - my favorite rule for speeding up combat is: [B]If the player doesn't know what to do, he gets skipped.[/B] 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? Ah. The ever-wonderful Professional Wrestling comeback. Great for immersion! :cautious: [/QUOTE]
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A guide on streamlining combat
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