Battles taking too long - whats the tricks?


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What ratios of reduction/increase do you use? I am familiar with 50%hp 75%xp but I haven't hear of this one before.

50% HP, +100% Level Damage.

It's brutal. I don't don't it all the time. I've used it during mini-less sessions to great effect, and during an obvious grind.

I realize it's not being the most transparent DM, but that's why we have DM Screens!
 


I think sometimes there's too much of an urgency to find a consistent, mathematical answer that can be applied evenly, across the board to solve a problem. This often isn't necessary.

A trick I've used DMing across all editions; if the battle is "over" and grind sets in, and I can't think of a good reason to just have the monsters run away, I just turn those monsters essentially into minions. The next attack that hits them kills them.

No need to run every monster's HP through a calculator to figure out what 80% of their base is; no need to pump up damage or reduce defenses (well, maybe if you're using MM1 monsters, but that's another discussion entirely); just an easy fudge that gives you the power to end the combat essentially when you feel it's time to end it.

If you find this gives the players too much longevity, just add in more quick skill challenges, traps and hazards to soak up a couple extra healing surges. The only difference your players will notice is that combats always seem to end right before they get too grindy.
 

1. Let monsters fight aggressively.

Let monsters try to kill PCs ASAP instead of defending themselves. Let them provoke OA and ignore marks, and approach and concentrate attack on the weakest PC.

2. Let players do some tracking

A DM is always busy. Let a player record initiative (both PCs and Monsters) after they are rolled. And let him announce who's turn is the next.

You can even let a player record damages inflicted to each of the monsters. That will also speed up the combats, because players can easily ascertain which monster has the fewest HPs at that time, thus to which monster they should concentrate their fire on.

3. Make and use physical tools.

Initiative board, mark & condition markers, area markers, etc. will speed up the combats. Some you (or some player) can make by using printers and cardboard. Some, you can just buy in some stationary store.

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