Asisreo
Patron Badass
Now, its an important distinction.
The problems isn't slow combat, the problem is boring, disengaging combat. A combat can last 10+ rounds and everyone loves every second of it and a combat could last 1 round but be the most flat, stale combat imaginable.
Longer combat really only enhances the disappointment of a boring combat since a shorter boring combat has the consolation of not lasting longer than 10 minutes. But the crux of the issue remains, the combat is boring in your game. A player should walk out of combat wanting more. They wished the combat lasted a little bit longer because despite them losing resources, they were having fun.
To combat this, there are several things you, as a DM, should do. Narrate quickly and evocatively, with an emphasis on the opponent's next move. That way, the players feel like they have a way to react to the NPC's actions.
Also, if a player is thinking about what to do next, you can continue your narration while they decide. Even giving hints on what might be the best course of action, like "The Ogre is aloof, gullible, and could be easily persuaded with a flick of magic." But as long as the narration stays pertinent and interesting, the extra time shouldn't hurt.
The problems isn't slow combat, the problem is boring, disengaging combat. A combat can last 10+ rounds and everyone loves every second of it and a combat could last 1 round but be the most flat, stale combat imaginable.
Longer combat really only enhances the disappointment of a boring combat since a shorter boring combat has the consolation of not lasting longer than 10 minutes. But the crux of the issue remains, the combat is boring in your game. A player should walk out of combat wanting more. They wished the combat lasted a little bit longer because despite them losing resources, they were having fun.
To combat this, there are several things you, as a DM, should do. Narrate quickly and evocatively, with an emphasis on the opponent's next move. That way, the players feel like they have a way to react to the NPC's actions.
Also, if a player is thinking about what to do next, you can continue your narration while they decide. Even giving hints on what might be the best course of action, like "The Ogre is aloof, gullible, and could be easily persuaded with a flick of magic." But as long as the narration stays pertinent and interesting, the extra time shouldn't hurt.