JeffB
Legend
Yep- I don't play strictly by the book. I don't run multitudes of combat in any given D&D game - I run a few , and try to make them exciting/intense. I kind of "13th Aged" 4E before 13th Age came out because my groups (kids and adults) at the time didn't get into minis and grids (not my preference either, though I like it as a change of pace at times)
I don't go by the 6-8 encounters per day of 5E or similar non-sense. I run as much or little combat as needed/wanted by the group.
I used minions ( 1 or 2 hit minions)- ones that hit hard- Keeping track of hit points for all the gobbos/orcs/hobs, etc is just ridiculous for fast gameplay, and a heroic feel. This goes for any edition (IMO)
Often converted ranges and areas on the fly - affects 1d4 targets at close range- instead of Blast5 within 10- wrote it down for the next time. Player rolls their attack, hits..rolls a 3 on d4, rolls damage for 3 opponents. Not terribly often did I have them roll an attack for every opponent affected.
Exploding damage dice are fun, but I think just using 1/2 hit minions and bigger badder types getting reduced HP (1/4 to 1/3) works out better.
I don't go by the 6-8 encounters per day of 5E or similar non-sense. I run as much or little combat as needed/wanted by the group.
I used minions ( 1 or 2 hit minions)- ones that hit hard- Keeping track of hit points for all the gobbos/orcs/hobs, etc is just ridiculous for fast gameplay, and a heroic feel. This goes for any edition (IMO)
Often converted ranges and areas on the fly - affects 1d4 targets at close range- instead of Blast5 within 10- wrote it down for the next time. Player rolls their attack, hits..rolls a 3 on d4, rolls damage for 3 opponents. Not terribly often did I have them roll an attack for every opponent affected.
Exploding damage dice are fun, but I think just using 1/2 hit minions and bigger badder types getting reduced HP (1/4 to 1/3) works out better.