How we Speed up our Encounters -- what about you?

It won't take long (in my experience) - my players as well as the players in the other games I play in jump right in there - usually some people try to go at the same time and one ends up saying, "go ahead, i'll go after you" etc.

I would really like to have those of you who are about to try it out for the first time come back and let us know how it went for you. I can tell you all day about how great it has been for us over many many games, but I'm curious about you ;)

Well, we've been using this for about 4-5 sessions and it looks like we're going to keep it. We do need to do some tweaking though, as the 'end of turn' issues are cropping up.

Especially when it comes to death saves. The way it currently is, someone who drops unconcious can easily be up on his next turn just by having him do his turn after any healing comes in.
 

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Just to add, here are some of the observations:

By having all the Monsters go at once, it significantly reduces the time the DM has to fiddle around with the board. Also, by effectively 'readying' an attack, you can move the monsters around, sit down and then roll your attacks. Of course, if the PC's have evil teleporting abilities like mine do, this can end up having your monsters in melee range with nothing. :-)

There is less time dealing with 'surprises' on the player's side. That is, the player who's planned his turn out doesn't necessarily need to alter it, because of one monster that went right before him in the turn sequence. He still might get surprised due to free actions at the beginning of his turn (ie Beholders) though.

You don't have to wait for players who like to plan out their entire turn...those who are ready to just smack someone at the beginning of the players sequence can do so, while the planners or those who aren't sure what to do can continue planning while the other player resolves his actions.

There is a bit of swinginess but considering that until recently I've had a hard time challenging my PC's I don't mind this.
 

That first round could be a surprise round, single action and all.

Didn't Mearls post about this as well? Or was he talking about the ars ludi article.

It seems like a reasonable thing to do.
 

Nice, sounds like it is working out well then ;)

As for the KO problem of players (who are unconcious) being able to jump back up again that's too bad - It is a rare thing in my games, but since it really just equates to someone getting one more attack that encounter (assuming they are only dropped once) it doesn't bother me (in my games).

You could easily fix that though by forcing KO'd players to go first by rolling their death save (which ends their turn).

Good stuff, glad to see someone try it out and come back to relay the story!
 

I think that someone would have to be careful about player spotlight issues. The group initiative without individual turns could get a player shouldered out.

I mean it'll happen anyway and a good GM will deal with it, but I think the whole idea of individual initiative was, in part, a fix for this.
 

I don't think so. With the roles the way they are, there should be plenty of opportunities for each PC to shine, no matter what their initiative step is.
 

Regarding beginning and ending of turn issues...

Normally the way that 'delaying' works is that if you do so, then you still take any disadvantageous stuff at the beginning of your turn.

What does everyone thing of doing that for everyone at the start of the PC's turn (similarly for the monsters).
 

I think that someone would have to be careful about player spotlight issues. The group initiative without individual turns could get a player shouldered out.

I find the exact opposite - with the individual init I have direct recent experience of the guy with the init cards missing out my turn, grrr :rant: - I was furious because it was a very slow group and I ended up sitting there around 40 minutes not doing anything while other players went twice! Even when I pointed it out the GM didn't give me an extra catch-up turn, he just let me start acting again.

Conversely, when it's group init it's very very clear whether or not every PC has acted in between the monsters' turn. Every player knows they should act once, and only once, in-between monster turns. It's a far better system IMO.
 

Oh ok, I see where you are coming from ;)

Interesting - well, I won't be changing anything to account for that, but again I don't have a group abusing it. But If they were, I would imagine that it would be pretty easy to account for by making players with those conditions go first... of course, then you have to look at situations where, for example, multiple people are dazed - THEN who goes before who, etc... hehe.

The other thing to remember is that whatever the PC's can do in that regard, so can the mobs.
The other issue with this plan. Ongoing damage takes place at the start of someone's turn. If they have 4 HP left and they are about to take 5 ongoing, they can't simply delay so they get healed first. they need to take ongoing damage first, and then drop, make a death save.

I don't know. I don't know how this would work within the rules. But if you are ignoring those rules -- like turn starting effects, delaying when you are dazed or have no actions, etc. -- then well, it will work. :)
 

I think we have had other threads about this, but for the sake of completeness, this is how I do things now.

Monsters have -33% hit points and do +50% damage.
I have a timer set at 20 seconds. When I say X is up, I start the clock. When it runs out, you forfeit your turn if you haven't stated what you do.

A normal fight runs about 15-25 minutes, including set up, rolling initiative, planting the minis and drawing up the battlemap.

So far, there is no indication that players burn through surges faster than they used to when we were playing by the book. It's fast, furious and fun especially with the timer, since actions often become more of a gut feeling than a carefully concocted plan, which frankly (IMO) isn't all that realistic in a frantic combat. But YMMV of course.

Only been doing it for a couple of sessions, but so far every is very happy with the changes.
 

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