D&D General Combat Against Player Engagement: A Systemic Challenge

Jacob Lewis

Ye Olde GM
Inspired by another thread on the topic, I decided to take a slightly different angle and dig a bit deeper into why players lose engagement during combat, exploring broader approaches—both structural and narrative—that can help keep everyone involved throughout.

Introduction
I consider the goal of every GM is to keep their players engaged, regardless of the system in use or the scene being played. Players share in that responsibility as well, by actively participating, preparing for their turn, and remaining mentally present. Yet some parts of the game inevitably break momentum and slow things down with procedure and technicality—most commonly, the combat phase.

When I think about engagement during combat, I focus on two dimensions: engagement with the rules, and engagement with the story. Rules define how the game operates, but they can also become obstacles if applied in ways that interrupt flow or pull players out of the moment. Many solutions for this are well-known and easy to implement once the issues are recognized.

The more challenging aspect lies in the combat itself. In systems like D&D, combat is a core part of gameplay, but it is often treated as a distinct mode that interrupts other types of play. The table often shifts from narrative and free-flowing to tactical and procedural. For some, this shift enhances the experience, particularly those who enjoy tactical play. For others, it is a pause to endure, with the outcome often predictable and the process feeling repetitive.

The issues are not simply “initiative is cumbersome” or “players need to describe mechanics more vividly.” They are symptoms of deeper structural and behavioral dynamics that shape how combat is experienced. Understanding these dynamics is the first step toward approaches that preserve both story momentum and player engagement—without resorting solely on surface-level fixes.

Procedural Segmentation
Combat systems like D&D are inherently structured. Players enter these games knowing that battles will occur and that rules, options, and strategies are heavily focused on that mode. The challenge is not the combat itself, but how the system enforces sequencing. With multiple participants, each individual must wait for others to complete their turns, plus the GM who must resolve the actions of all adversaries as well.

The primary difficulty in keeping players engaged arises when it is not their turn. For the game to feel continuous and dynamic, every player must remain connected to the unfolding action. Decorating dice rolls or embellishing descriptions helps only the active participant; it does little for those who are waiting. True engagement requires that players feel their choices, abilities, or presence are influencing events even while they are technically “offline.”

The deeper question is how to structure combat so that all players experience a sense of participation throughout the sequence, preserving narrative momentum without breaking the rules or forcing artificial speed-ups.

Passive Role Conditioning and GM Bottlenecking
When players perceive that they cannot meaningfully influence the game until it is their turn, disengagement often follows. They become spectators in their own story, watching others deliberate, consult notes, and roll dice. For some, the enjoyment comes from playing, not passively observing, which makes the downtime between turns feel tedious. Engagement during combat, therefore, depends not only on what each individual does, but also on how the actions of others affect the group’s shared experience.

Meanwhile, on the GM’s side of the screen, engagement presents a different challenge. Running a skirmish requires managing rules knowledge, arbitrating actions fairly, and controlling multiple adversaries in a way that is simultaneously threatening, entertaining, challenging, and strategic. These demands often force a shift in focus due to the added cognitive load straining against mental bandwidth. Narrative flow gives way to mechanical resolution, creating a bottleneck that can exacerbate player disengagement.

Some narrative-focused systems provide solutions by distributing part of that responsibility to players. Games like Genesys (Star Wars) or Daggerheart share narrative control, encouraging collaboration throughout every stage of play, including combat, and ensuring that all participants have opportunities to contribute—even when it is technically another side or player’s turn. By embedding engagement into the mechanics and narrative structure itself, these systems reduce procedural rigidity, maintain flow, and create an environment in which every player feels actively involved.

Expectation Mismatch and Lack of Immediate Stakes
Even within a system like D&D where the rules are heavily combat-focused, not all players approach the game the same way. Some lean toward narrative exploration, roleplaying, or social interaction, valuing those elements over tactical skirmishes. For these players, no amount of initiative tricks, descriptive flourishes, or mechanical workarounds will fully sustain engagement during combat. Their investment lies elsewhere, which can create a disconnect when the game pivots into the “gamier” mode of fighting.

The deeper issue is often not combat itself, but how combat is positioned relative to the story. Battles that exist in isolation, without evolving or external consequences, can pause the narrative for some participants. For players who prioritize story, this creates a perceptual gap: “their game” is on hold while others indulge in mechanics-driven play. The result is either disengagement—checking out mentally until the action concludes—or a drive to expedite resolution, sometimes at the expense of meaningful tension or challenge.

Even when combat is narratively meaningful, structural rigidity in turn sequencing can still undermine engagement. When the stakes evolve alongside the story and players perceive that their actions affect the larger world, the game maintains attention for everyone. Without that integration, even skilled GMs and clever pacing cannot fully resolve the engagement gap.

Rule Adherence vs. Game Flow
Even when combat is narratively meaningful, structural rigidity in turn sequencing can still undermine engagement. Many commonly offered solutions—initiative tweaks, minor mechanical bonuses, or incentivizing descriptive flourishes—address only surface-level engagement. They may help players who are already invested stay focused, but they do little to resolve the systemic issue embedded in the structure of the game itself. Combat is designed around predictable loops: roll initiative, act in sequence, wait, repeat. Even when turn order is varied each round, the fundamental problem remains—players experience downtime and a sense of passivity.

The more effective approach requires breaking that expected loop and creating moments of reactive opportunity. For example, consider a moment when an orc lands a critical hit on the party fighter. Traditionally, everyone else continues waiting for their turn, unable to react in the moment. A more dynamic alternative is to grant the rogue, positioned nearby and yet to act, an opportunity to respond in the moment. This response is contextual—it must target the threatening enemy or aid the endangered ally—and must be decided immediately. If the player hesitates or wish to act outside the narrative context, they defer to their normal turn order.

By embedding these reactive options to respond to events as they occur instead of forcing everyone to wait patiently for a spotlight, the GM preserves the integrity of the game while simultaneously keeping players engaged. The system’s rules remain a framework rather than a prison: momentum continues, narrative stakes evolve, and every player experiences agency even when it is not formally their turn. This principle—prioritizing flow over strict procedural adherence—provides the foundation for a combat experience that is both mechanically coherent and narratively compelling.

Conclusion
Combat engagement is not a simple problem of initiative rolls, descriptive bonuses, or minor mechanical tweaks. It is a systemic issue rooted in how turn-based play structures attention, divides agency, and isolates players from the story. Downtime, passive roles, and predictable sequences are symptoms of this deeper design reality.

Addressing it requires thinking beyond surface-level solutions. Momentum must be preserved, narrative stakes must evolve alongside action, and opportunities for meaningful participation should extend to all players, even when it is not formally their turn. By prioritizing flow and player agency over strict procedural adherence, GMs can transform combat from a repetitive loop into a shared, dynamic experience that sustains engagement for the entire group.

Ultimately, keeping players engaged in combat is less about changing the system itself than about leveraging its flexibility to support collaborative storytelling. When players feel their choices matter, when actions carry narrative weight, and when everyone has a chance to influence the outcome in real time, combat ceases to be a pause in the story and becomes an integral, exciting part of it.
 

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Rule Adherence vs. Game Flow
Even when combat is narratively meaningful, structural rigidity in turn sequencing can still undermine engagement. Many commonly offered solutions—initiative tweaks, minor mechanical bonuses, or incentivizing descriptive flourishes—address only surface-level engagement. They may help players who are already invested stay focused, but they do little to resolve the systemic issue embedded in the structure of the game itself. Combat is designed around predictable loops: roll initiative, act in sequence, wait, repeat. Even when turn order is varied each round, the fundamental problem remains—players experience downtime and a sense of passivity.

The more effective approach requires breaking that expected loop and creating moments of reactive opportunity. For example, consider a moment when an orc lands a critical hit on the party fighter. Traditionally, everyone else continues waiting for their turn, unable to react in the moment. A more dynamic alternative is to grant the rogue, positioned nearby and yet to act, an opportunity to respond in the moment. This response is contextual—it must target the threatening enemy or aid the endangered ally—and must be decided immediately. If the player hesitates or wish to act outside the narrative context, they defer to their normal turn order.

By embedding these reactive options to respond to events as they occur instead of forcing everyone to wait patiently for a spotlight, the GM preserves the integrity of the game while simultaneously keeping players engaged. The system’s rules remain a framework rather than a prison: momentum continues, narrative stakes evolve, and every player experiences agency even when it is not formally their turn. This principle—prioritizing flow over strict procedural adherence—provides the foundation for a combat experience that is both mechanically coherent and narratively compelling.
A pretty good essay, this was the part where I think the discussion lies for us. This is how its done. There is still a pitfall that, unfortunately, can not be overcome easily. Some folks suffer analysis paralysis. So, if the orc scores a critical and the rogue gets to act, is it better to react in this instance or to default back to their turn? The answer is going to be contextual. The reaction may eat their turn action, or maybe its granted in addition to? Thats gonna be a balancing act in how the game engine works. It gets even more complex if the reactions are x,y,z instead of a simple X happens when an enemy crits an ally. While some players are going to like the options in front of them, others may be overwhelmed by the tactical choices. So, you gotta ask do your players want simple obvious choices in actions, or do they want complex tactical decisions? I find at least these two types exist at many tables.

One thing about game flow thats often overlooked is the GM role. Something about myself is I am a relentless pace keeper. I will shut down off topic discussions, I will politely push folks along when they are taking time coming to a decision, ill read the room when its time to move along and skip some detail or procedure thats dragging. Some folks love my ability to stay on task and lead the game in the interest of the players. Some get annoyed they come to talk about reality TV as much as they come to play the game with their friends. Some folks get lost swimming in the possibilities of not just this turn, but the turn after, and the turn after that. My interrupting the chat or the analysis paralysis isnt always appreciated. Sorry, not sorry I got a game to run and im not gonna let you delay my game flow!

So, while some game engine changes can help alleviate player engagement issues, they may create problems and you cant prevent them all in a single system. Beyond system mechanics, I think behaviors can be learned to increase player engagement issues and fidn the role of the GM is the best facilitator of them. Of course, just like the mechanical suggestions, GM behaviors are not going to be universally successful either as people game for different reasons.
 

A pretty good essay, this was the part where I think the discussion lies for us. This is how its done. There is still a pitfall that, unfortunately, can not be overcome easily. Some folks suffer analysis paralysis. So, if the orc scores a critical and the rogue gets to act, is it better to react in this instance or to default back to their turn? The answer is going to be contextual. The reaction may eat their turn action, or maybe its granted in addition to? Thats gonna be a balancing act in how the game engine works. It gets even more complex if the reactions are x,y,z instead of a simple X happens when an enemy crits an ally. While some players are going to like the options in front of them, others may be overwhelmed by the tactical choices. So, you gotta ask do your players want simple obvious choices in actions, or do they want complex tactical decisions? I find at least these two types exist at many tables.

One thing about game flow thats often overlooked is the GM role. Something about myself is I am a relentless pace keeper. I will shut down off topic discussions, I will politely push folks along when they are taking time coming to a decision, ill read the room when its time to move along and skip some detail or procedure thats dragging. Some folks love my ability to stay on task and lead the game in the interest of the players. Some get annoyed they come to talk about reality TV as much as they come to play the game with their friends. Some folks get lost swimming in the possibilities of not just this turn, but the turn after, and the turn after that. My interrupting the chat or the analysis paralysis isnt always appreciated. Sorry, not sorry I got a game to run and im not gonna let you delay my game flow!

So, while some game engine changes can help alleviate player engagement issues, they may create problems and you cant prevent them all in a single system. Beyond system mechanics, I think behaviors can be learned to increase player engagement issues and fidn the role of the GM is the best facilitator of them. Of course, just like the mechanical suggestions, GM behaviors are not going to be universally successful either as people game for different reasons.
I agree about the risk of adding complexity. The real pitfall is when we try to solve mechanical problems with more mechanics. What I’m suggesting (and only briefly touched on in the essay) is a response to the narrative—something that breaks the mechanical loop without breaking the system itself. The option doesn’t exist organically within the rules, nor does it require houserules.

When that orc lands a critical hit, the rogue’s “opportunity to act” isn’t a rule being invoked—it’s an invitation to the player. The GM recognizes an organic opening in the scene where that character could meaningfully respond, in character, without waiting for their turn. There’s no tactical advantage, no action economy exchange—just a chance to stay connected to the story as it unfolds.

This ties directly into what you’re saying about GM pacing and facilitation. If we rely on mechanics to dictate when these narrative opportunities arise, we might as well be using a system built for it from the start. Adding such structures to D&D-style systems often creates friction instead of solving it. The key is the GM acting as a facilitator, not as another subsystem. It’s a skill that develops through feel and practice—less about codifying rules, more about knowing when the story is inviting player input.

And I completely agree that not all tables are equal. Players bring different expectations, experiences, and appetites for complexity. No single solution will fit everyone. My goal isn’t to prescribe fixes—it’s to offer a different way of seeing the problem. These aren’t new ideas, but they’re not discussed enough in spaces where engagement is treated mostly as a pacing issue. Sometimes the fix isn’t to add more game to combat, but to bring more story into it. We just need to keep exploring ways to do that for those who aren’t satisfied with the current ones.
 


One thing about game flow thats often overlooked is the GM role. Something about myself is I am a relentless pace keeper. I will shut down off topic discussions, I will politely push folks along when they are taking time coming to a decision,
I'm a bit harsher - if someone's humming and hawing for too long I'll jump to the next player, knock the indecisive player's character a few notches down the initiative order, and come back to that player then; on the basis that if the player is indecisive that means the character is also indecisive or frozen in the moment.

Another aspect to consider in all this is that while some might think "I swing, I hit, I roll damage" is boring, if that's all everyone has to do the turns roll by in a hurry and you don't have much time to disengage before it's your turn again; even more so if initiative is rerolled each round meaning you need to pay attention at least twice per round.
 

A very large part of it for me is even simpler that all that. It just takes too long to resolve most elements of the game mechanics. Multiply that by however many players plus the referee running monsters and you quickly find yourself sitting there, bored and waiting 20-30 minutes between turns.

This is a major reason I vastly prefer rules light or ultralight systems. The handling time is dramatically reduced compared to heavier games like D&D 5E. Or going with something like conflict resolution instead of task resolution. Or going with something like a skill challenge or a clock/countdown in combat instead of the bloated and boring RAW.

This is what people mean when they say "the rules should get out of the way." In D&D 5E, the rules...especially the combat rules...are a massive barrier to actually engaging with the story, the flow, the fiction, etc. To resolve this you need to bring the handling time of the game down as close to real time as possible without sacrificing immersion in the story. Which is why "If 24 hits, I deal 14 damage" is equally mind-numbingly boring. You're sacrificing the story, the fiction, the immersion, etc for speed of game play.

Lots of game have managed both speed of play and focusing on the story, fiction, immersion, etc. None of them have the hyper-detailed combat rules of D&D-likes.
 

When that orc lands a critical hit, the rogue’s “opportunity to act” isn’t a rule being invoked—it’s an invitation to the player. The GM recognizes an organic opening in the scene where that character could meaningfully respond, in character, without waiting for their turn. There’s no tactical advantage, no action economy exchange—just a chance to stay connected to the story as it unfolds.

This ties back into the questions about balance and system assumptions though. In a game like Dungeon World, I may very well say exactly that after the fighter rolls a 6- on their clash and gets put in a spot and hurt by the orc; now it's pivot to the Rogue and "offer an opportunity."

But that game is designed around the world reacting to player actions and declared intents, because everything you do either has a chance of not working out or you've manipulated the fictional environment such that you have a free opportunity to score a strike.

Daggerheart meters this conversation in a slightly different degree, to the point where such invitations to a player are recommended (along with contextual off-spotlight triggers). But the system is designed around that including its (biased towards the players when spending a standard budget) combat system and the roll-based spotlight switching.

I'm not sure how you bring these things in to D&D without either significantly house-ruling it, or affecting the already flimsy CR assessments - unless you wanted to house rule off the Attack of Opportunity / Reaction mechanic. I think there's a reason why newer games extending a specific aspect of the D&D play-space are tackling this issue with bespoke mechanics (DH's spotlights, Draw Steel!'s constrained version of 4e's triggered actions / off-turn Resource triggers).
 

I think a lot of the "slog" of combat in 5e is the fact that PCs can do too much on their turn each round. I consider Mythras to be close to 5e in mechanical complexity when comparing the combat engines, but it doesn't seem to "slog" because a PC can only do a single thing at a time. I mean, they can still do multiple things in a combat round, but it is split up, and the spotlight jumps around more often, making everyone stay engaged better.
 

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