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Community
General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="Asisreo" data-source="post: 8147792" data-attributes="member: 7019027"><p>I've resolved 3 rounds of combat altogether within 10 minutes. This is an extreme example because the purpose of the combat was to get it done as quickly as possible so not alot of things were going on, but it was a good experiment for the "floor" of time. </p><p></p><p>Combat is slow because the DM and players make it slow by not following or knowing the rules. There's also excessive Q&A time. </p><p></p><p></p><p></p><p>Afraid of running a combat with 8 kobolds because you need 8 different initiatives with 8 different attack and damage rolls? Nope. It can be resolved in a minute or two at worst. </p><p></p><p>Identical creatures share initiative, it all happens at once. If you use Mob Combat rules (which are not "optional" but its application is up to the DM like Inspiration), no need for attack rolls and use the table. If you use average damage, no damage rolls. </p><p></p><p>Its literally "The group of kobolds sling rocks. 3 of them hit the wizard and do 3 instances of 4 damage. Take 12 damage." </p><p></p><p>Bam, 8 kobolds done in 3 sentences. </p><p></p><p></p><p></p><p>If you're running a spellcasting NPC, your focus should either be on the most obvious option or the most powerful if they aren't the same. If your NPC is being blocked by a Wall of Force and have Misty Step, they use it. If that isn't the scenario they're in, just use their highest level damage spell on the weakest member. There's really no need to overthink things on your side as the DM unless you're new.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8147792, member: 7019027"] I've resolved 3 rounds of combat altogether within 10 minutes. This is an extreme example because the purpose of the combat was to get it done as quickly as possible so not alot of things were going on, but it was a good experiment for the "floor" of time. Combat is slow because the DM and players make it slow by not following or knowing the rules. There's also excessive Q&A time. Afraid of running a combat with 8 kobolds because you need 8 different initiatives with 8 different attack and damage rolls? Nope. It can be resolved in a minute or two at worst. Identical creatures share initiative, it all happens at once. If you use Mob Combat rules (which are not "optional" but its application is up to the DM like Inspiration), no need for attack rolls and use the table. If you use average damage, no damage rolls. Its literally "The group of kobolds sling rocks. 3 of them hit the wizard and do 3 instances of 4 damage. Take 12 damage." Bam, 8 kobolds done in 3 sentences. If you're running a spellcasting NPC, your focus should either be on the most obvious option or the most powerful if they aren't the same. If your NPC is being blocked by a Wall of Force and have Misty Step, they use it. If that isn't the scenario they're in, just use their highest level damage spell on the weakest member. There's really no need to overthink things on your side as the DM unless you're new. [/QUOTE]
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Has D&D Combat Always Been Slow?
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