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Combat in D&D is too fast
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<blockquote data-quote="Diremede" data-source="post: 3124134" data-attributes="member: 7964"><p>Combat gets a bit more complicated when you have more than just 3 players as well. When you have 6 players, you not only have to keep them in to it, but you have twice as many bathroom runs, twice as many turns, and with spell casters who cast area of effect spells, you have to determine the area, who is affected, and roll the saving throws. This gets even more complicated at higher levels.</p><p></p><p>Personally I have found that quick combat relies on a couple things.</p><p></p><p>1. The DM should be knowledgable about the rules, and be quick to make a ruling.</p><p>2. If the character is going to charge, trip, or cast a spell they need to have the rules out and ready, and understand how to do it, before they do it, with 5 other players going before your next turn you should be able to figure it out.</p><p>3. As the DM if you have spell casting NPC's or monsters with spell like abilities, get familiar with the spells that creature has and create a "tactics" list that kind of breaks down what the NPC or monster will do on what round or situation.</p><p>4. Out of game conversation. This can slow down combat quite a bit. However in my game I allow a certain amount of story telling as well, thats the reason why me and my friends get together, to have fun and share stories from real life as well as the story thats being played in D&D, it just makes the experience fun. </p><p></p><p>Even with a bit of out of game conversation, I would say in our small 3 1/2 to 4 hour gaming window that we get in at least 2 decent size (high EL encounters) combat scenarios per session, or 3 or 4 smaller ones, as well as some meaningful plot progression.</p></blockquote><p></p>
[QUOTE="Diremede, post: 3124134, member: 7964"] Combat gets a bit more complicated when you have more than just 3 players as well. When you have 6 players, you not only have to keep them in to it, but you have twice as many bathroom runs, twice as many turns, and with spell casters who cast area of effect spells, you have to determine the area, who is affected, and roll the saving throws. This gets even more complicated at higher levels. Personally I have found that quick combat relies on a couple things. 1. The DM should be knowledgable about the rules, and be quick to make a ruling. 2. If the character is going to charge, trip, or cast a spell they need to have the rules out and ready, and understand how to do it, before they do it, with 5 other players going before your next turn you should be able to figure it out. 3. As the DM if you have spell casting NPC's or monsters with spell like abilities, get familiar with the spells that creature has and create a "tactics" list that kind of breaks down what the NPC or monster will do on what round or situation. 4. Out of game conversation. This can slow down combat quite a bit. However in my game I allow a certain amount of story telling as well, thats the reason why me and my friends get together, to have fun and share stories from real life as well as the story thats being played in D&D, it just makes the experience fun. Even with a bit of out of game conversation, I would say in our small 3 1/2 to 4 hour gaming window that we get in at least 2 decent size (high EL encounters) combat scenarios per session, or 3 or 4 smaller ones, as well as some meaningful plot progression. [/QUOTE]
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