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General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="jgsugden" data-source="post: 8147807" data-attributes="member: 2629"><p>The speed f the combat is highly dependent upon the DM and the players. A 5 round combat for 5 players against 5 monsters can go anywhere from 15 minutes to 2 hours. </p><p></p><p>If the combat is dragging, it can usually be improved by a couple tricks to deepen the engagement of the combat:</p><p></p><ul> <li data-xf-list-type="ul">Roll attack rolls and damage at the same time. Roll saving throws and damage from spells at the same time. Basically, all dice should roll at the same time, and use the result if you need it.</li> <li data-xf-list-type="ul">Announce who is on deck whenever someone takes a turn.</li> <li data-xf-list-type="ul">As a DM, don't overthink. Unless your foe is a tactical mastermind, making a few mistakes because you rush is no big deal.</li> <li data-xf-list-type="ul">End combats when the materials risks are over. Once the PCs have won the day, don't make them spend extra time cleaning up. Enemies might surrender, flee, or just die when they still have hps left.</li> <li data-xf-list-type="ul">If a player is taking too long to decide on what to do, skip them and go to the next player and let them take their turn after the next player goes. If a monster is next in order, don't do this... Only skip to another player.</li> <li data-xf-list-type="ul">If the same player is having trouble deciding what to do, give them some help between sessions. Perhaps you can work out a cheat sheet telling them what their options are.</li> <li data-xf-list-type="ul">Make sure there is something dynamic about the battle outside of the fight. If you have an external tension, not tied to who lives and who dies, it keeps things interesting. If the PCs are trying to uncover information during the fight, trying to avoid a changing environment (lava pouring into the room, etc...), convince someone of something, solve a puzzle, rescue someone and bet them to safety, etc... they'll be more engaged.</li> <li data-xf-list-type="ul">Trigger reactions. Not every PC in every round, but every PC should get one or more reactions during a fight. This trains players to keep their attention on the game.</li> <li data-xf-list-type="ul">Provide dynamic storytelling. Describe the results of an attack in a satisfying way. Embrace frustration (playfully) when the PCs get a crit. Acknowledge when your dice are hot. Applaud good tactics, or nice rolls. Positive reinforcement and twisting knives increase interest.</li> <li data-xf-list-type="ul">If a player has done some good roleplaying, make sure you pay it off. A player that made suboptimal decisions to make a PC that is more fun should be rewarded for that effort. Why does this matter for combats that drag on? Players never feel this way when they're engaged in the story, and a player that made suboptimal decisions may feel ineffective in combat and that you're ignoring their hooks - both of which reduce engagement.</li> <li data-xf-list-type="ul">Sometimes, things just bomb. People may feel out of sorts, they may be tired, or they may be distracted. If that is just one player, just push on. If it is a few, then consider getting them to a point where the PCs can take a breath and pull focus away from the game and towards other conversation. Don't force the game when it is not working. They may get refocused that evening or you may just pull back to it next week when everyone is refreshed.</li> <li data-xf-list-type="ul">Whet the appetite. Foreshadow within the game to give them an idea what is coming. Out of game, give them little reminders that you've got something fun planned (either monsters, a treasure, or a story beat). You want them to be eager to see what is coming when they throw the dice for the first time that evening.</li> </ul><p></p><p>If you try these things, players tend to be more engaged and more interested in your combats. Whether they go by in 30 minutes or 90 minutes, they'll be more engaged.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8147807, member: 2629"] The speed f the combat is highly dependent upon the DM and the players. A 5 round combat for 5 players against 5 monsters can go anywhere from 15 minutes to 2 hours. If the combat is dragging, it can usually be improved by a couple tricks to deepen the engagement of the combat: [LIST] [*]Roll attack rolls and damage at the same time. Roll saving throws and damage from spells at the same time. Basically, all dice should roll at the same time, and use the result if you need it. [*]Announce who is on deck whenever someone takes a turn. [*]As a DM, don't overthink. Unless your foe is a tactical mastermind, making a few mistakes because you rush is no big deal. [*]End combats when the materials risks are over. Once the PCs have won the day, don't make them spend extra time cleaning up. Enemies might surrender, flee, or just die when they still have hps left. [*]If a player is taking too long to decide on what to do, skip them and go to the next player and let them take their turn after the next player goes. If a monster is next in order, don't do this... Only skip to another player. [*]If the same player is having trouble deciding what to do, give them some help between sessions. Perhaps you can work out a cheat sheet telling them what their options are. [*]Make sure there is something dynamic about the battle outside of the fight. If you have an external tension, not tied to who lives and who dies, it keeps things interesting. If the PCs are trying to uncover information during the fight, trying to avoid a changing environment (lava pouring into the room, etc...), convince someone of something, solve a puzzle, rescue someone and bet them to safety, etc... they'll be more engaged. [*]Trigger reactions. Not every PC in every round, but every PC should get one or more reactions during a fight. This trains players to keep their attention on the game. [*]Provide dynamic storytelling. Describe the results of an attack in a satisfying way. Embrace frustration (playfully) when the PCs get a crit. Acknowledge when your dice are hot. Applaud good tactics, or nice rolls. Positive reinforcement and twisting knives increase interest. [*]If a player has done some good roleplaying, make sure you pay it off. A player that made suboptimal decisions to make a PC that is more fun should be rewarded for that effort. Why does this matter for combats that drag on? Players never feel this way when they're engaged in the story, and a player that made suboptimal decisions may feel ineffective in combat and that you're ignoring their hooks - both of which reduce engagement. [*]Sometimes, things just bomb. People may feel out of sorts, they may be tired, or they may be distracted. If that is just one player, just push on. If it is a few, then consider getting them to a point where the PCs can take a breath and pull focus away from the game and towards other conversation. Don't force the game when it is not working. They may get refocused that evening or you may just pull back to it next week when everyone is refreshed. [*]Whet the appetite. Foreshadow within the game to give them an idea what is coming. Out of game, give them little reminders that you've got something fun planned (either monsters, a treasure, or a story beat). You want them to be eager to see what is coming when they throw the dice for the first time that evening. [/LIST] If you try these things, players tend to be more engaged and more interested in your combats. Whether they go by in 30 minutes or 90 minutes, they'll be more engaged. [/QUOTE]
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