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Community
General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="Oofta" data-source="post: 8147954" data-attributes="member: 6801845"><p>To answer the original question, I don't think combat is all that much slower but to be honest I don't remember that far back.</p><p></p><p>On the other hand there are ways to make combat run faster even without a single house rule.</p><ul> <li data-xf-list-type="ul">Roll attack and damage at the same time.</li> <li data-xf-list-type="ul">If your player has trouble with adding up numbers (I've had a few) use average damage (I round up). That way they can do a quick sheet that gives them what AC they hit and what damage it will do.</li> <li data-xf-list-type="ul">Roll ahead. If your fighter has multiple attacks, roll ahead and write them down.</li> <li data-xf-list-type="ul">Use color coded dice. Search for pound o' dice and get a color matched set. That way if you have multiple sets you can roll all attacks at once.</li> </ul><p>I use these options as a player and my turn probably averages less than a minute.</p><p></p><p>As a DM, use average damage and look into the mob rules if you have a lot of monsters. If, as DM you have problems deciding what the monsters will do, I jot notes down if a monster is complex - kind of a quick reminder do A first then B kind of thing.</p><p></p><p>For making combat more exciting? I personally run pretty dynamic combats that are pretty descriptive and combat seems to be fun and exciting without a single house rule. But that's a different topic.</p><p></p><p>EDIT: for casters, once you get more than a handful of dice for damage for things like high level fireballs we just average damage.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8147954, member: 6801845"] To answer the original question, I don't think combat is all that much slower but to be honest I don't remember that far back. On the other hand there are ways to make combat run faster even without a single house rule. [LIST] [*]Roll attack and damage at the same time. [*]If your player has trouble with adding up numbers (I've had a few) use average damage (I round up). That way they can do a quick sheet that gives them what AC they hit and what damage it will do. [*]Roll ahead. If your fighter has multiple attacks, roll ahead and write them down. [*]Use color coded dice. Search for pound o' dice and get a color matched set. That way if you have multiple sets you can roll all attacks at once. [/LIST] I use these options as a player and my turn probably averages less than a minute. As a DM, use average damage and look into the mob rules if you have a lot of monsters. If, as DM you have problems deciding what the monsters will do, I jot notes down if a monster is complex - kind of a quick reminder do A first then B kind of thing. For making combat more exciting? I personally run pretty dynamic combats that are pretty descriptive and combat seems to be fun and exciting without a single house rule. But that's a different topic. EDIT: for casters, once you get more than a handful of dice for damage for things like high level fireballs we just average damage. [/QUOTE]
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Has D&D Combat Always Been Slow?
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