Combat Speed Tips

What greatly improved combat speed in my game (7 dudes + dm :\ ) was the introduction of 'The Initiative Order Indicator Device'(tm).

It's really simple, yet so effective. Buy some magnets, label them with player names and label some with 'NPC' or 'Monster'. Then find a metal plate (I made one by cutting an old color pencil box to pieces. It's ugly, but hey, it works) and place it somewhere on the gaming table where everyone can see it (I made mine in a way that I can hang it on the outside of the DM screen).

When initiative is rolled, let the players put the magnets in the right order while you prepare the battle mat or take a last look at the monster stats. This is awesome because:

- You don't have to write all the names down.
- Actions like Ready or Delay are a lot easier to manage.
- You don't have to shout 'next!' or 'player name!' all the time.
- They won't get as lazy or distracted because they have to look for themselves when it's their turn.

The only disadvantage of my sweet invention is that the players know from the start when it's the enemies turn, but I can live with that for the greater good that is Combat Speed. :)
 

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My first suggestion is to cut that group down in size. Anything over 3-4 players (+ DM) is asking for loooong combats, exacerbated by long time between each player's turn.

Second suggestion is to call out "on deck". So if it's Johnny's turn, and Susie's turn after Johnny, say "Alright Johnny, you're up. Susie! You're on deck."

This will encourage Susie to get her act together, start paying attention to the battlemat again, maybe even start planning an action or counting out movement. It also encourages Johnny to hurry up and finish his turn, since he knows Susie is waiting to go.

Third suggestion: everybody should have a d20, and everybody should have the damage dice they need. But that's it--no need to clutter up the table (or the person's space) with extra dice.

Fourth: create a cheat sheet for yourself (as DM) with each character's defenses, passive insight, and passive perception. Not having to call out "what's your ____?" saves a TON of time.
 

malraux said:
Minor question, what ages/age ranges are we talking about here?
2x12, 1x17, 3x15, 1x41(me). One of the 15 is the strong-willed player. Add in some extra impulsiveness to a couple of them, and some extra shyness to another, and you have my group.
 
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Lindorie said:
12, 17, others around 15. One of the 15 is the strong-willed player. Add in some extra impulsiveness to a couple of them, and some extra shyness to another, and you have my group.

Ah! Everything is clear now...

Don't feel that your DM skills are bad, kids are like that at that age, ask any junior-high coach or teacher.
 

Krasse Krijger said:
What greatly improved combat speed in my game (7 dudes + dm :\ ) was the introduction of 'The Initiative Order Indicator Device'(tm).

It's really simple, yet so effective. Buy some magnets, label them with player names and label some with 'NPC' or 'Monster'. Then find a metal plate (I made one by cutting an old color pencil box to pieces. It's ugly, but hey, it works) and place it somewhere on the gaming table where everyone can see it (I made mine in a way that I can hang it on the outside of the DM screen).

When initiative is rolled, let the players put the magnets in the right order while you prepare the battle mat or take a last look at the monster stats. This is awesome because:

- You don't have to write all the names down.
- Actions like Ready or Delay are a lot easier to manage.
- You don't have to shout 'next!' or 'player name!' all the time.
- They won't get as lazy or distracted because they have to look for themselves when it's their turn.

The only disadvantage of my sweet invention is that the players know from the start when it's the enemies turn, but I can live with that for the greater good that is Combat Speed. :)

:) You just exactly described the Combat Pad from Gamemastery that I mentioned earlier... It definitely has speeded my game up as well.

As for the current problems, I'd say that the new player introduction is not really a problem. An inexperienced group needs some time to coalesce... To learn each other's play styles and take advantage of that. You, as a DM, need this too. Now's your time to find out what it is that makes people's eyes shine. Just because one person takes on a leader role, doesn't mean that the other people aren't finding something that appeals to them too. And to be honest, with an inexperienced group, someone taking a lead role can be really, really helpful sometimes. But maybe one person likes puzzles, one person likes combat, one person likes planning, one person likes roleplaying, one person likes discovering loot. If you give each of those likes a chance to shine, then it can make for a good experience for everyone.
 


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