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General Tabletop Discussion
*Dungeons & Dragons
A guide on streamlining combat
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<blockquote data-quote="toucanbuzz" data-source="post: 7951406" data-attributes="member: 19270"><p>I cannot stress enough how much this type of play has sped up my combats.</p><p></p><p>With 2 groups over the last nearly 4 years using this type of system, we rarely exceed 1 minute in the planning stage (moved to another state, had to start over, but interesting that it worked with both). When I did it the d20 way (for years, both 3rd, Pathfinder and 5E), the table would sit (bored) as paralyzed player freely pondered the most optimal move, often for minutes (got worse as levels went up and options increased; not seeing that same effect in current system, probably due to a slower level advancement where players get to know their characters and abilities more intimately). </p><p></p><p>Rinse and repeat for the next guy. It may seem like an exaggeration, but we're having threads like this because the d20 system leads to "analysis paralysis." </p><p></p><p>Otherwise, my experience in speeding up combat was drawn from those 3rd edition/Pathfinder slogs where combats would take 2-4 hours:</p><p></p><ul> <li data-xf-list-type="ul"> Roll your attack and damage dice (or spell damage dice) in advance, generally best if you have more than 1 set to roll. Honesty and trust a must. Easier with a "declare" system.</li> <li data-xf-list-type="ul"> Color coded dice if you have multiple attacks. Even if they don't exactly match, you know that off-blue die is always your damage die to the funky white d20.</li> <li data-xf-list-type="ul"> Summons, 1 or 2 creatures options only, not big crowds. Players must come prepared with stat cards of their summons (or if a druid, animal forms). It's easy; there's ton of internet player content for this.</li> <li data-xf-list-type="ul"> Spell cards, or quick links, or a customized character sheet, for your spells and abilities. Over time, you'll memorize that a magic missile shoots 3 bolts at 1st level, and it'll become second nature. Until then, shortcuts.</li> </ul></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7951406, member: 19270"] I cannot stress enough how much this type of play has sped up my combats. With 2 groups over the last nearly 4 years using this type of system, we rarely exceed 1 minute in the planning stage (moved to another state, had to start over, but interesting that it worked with both). When I did it the d20 way (for years, both 3rd, Pathfinder and 5E), the table would sit (bored) as paralyzed player freely pondered the most optimal move, often for minutes (got worse as levels went up and options increased; not seeing that same effect in current system, probably due to a slower level advancement where players get to know their characters and abilities more intimately). Rinse and repeat for the next guy. It may seem like an exaggeration, but we're having threads like this because the d20 system leads to "analysis paralysis." Otherwise, my experience in speeding up combat was drawn from those 3rd edition/Pathfinder slogs where combats would take 2-4 hours: [LIST] [*] Roll your attack and damage dice (or spell damage dice) in advance, generally best if you have more than 1 set to roll. Honesty and trust a must. Easier with a "declare" system. [*] Color coded dice if you have multiple attacks. Even if they don't exactly match, you know that off-blue die is always your damage die to the funky white d20. [*] Summons, 1 or 2 creatures options only, not big crowds. Players must come prepared with stat cards of their summons (or if a druid, animal forms). It's easy; there's ton of internet player content for this. [*] Spell cards, or quick links, or a customized character sheet, for your spells and abilities. Over time, you'll memorize that a magic missile shoots 3 bolts at 1st level, and it'll become second nature. Until then, shortcuts. [/LIST] [/QUOTE]
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