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<blockquote data-quote="Ogrork the Mighty" data-source="post: 2606562" data-attributes="member: 19042"><p>We have around 6 players plus DM in our game and our combats were dragging on far too long. So we tested a new method of running battles last session and it seemed to work well.</p><p></p><p>Basically it works like this: everyone rolls initiative normally. Then everyone declares their intentions for the next round, roughly in order of initiative (it only really matters if one person's action depends on another). Then it's a free-for-all as everyone resolves their actions simultaneously (attack rolls, damage rolls, effects, etc.).</p><p></p><p>Bam. Round over.</p><p></p><p>It might not be that good if you're into cinematic descriptions of peoples' actions, but it's great for flying through rounds. We thought there would be problems with people doing things that didn't make sense (e.g. attacking someone that would already have been killed earlier in the initiative count), but there wasn't; any hiccups were easily adjudicated.</p><p></p><p>What this system does is get rid of the overly tactical aspects of combat (e.g. people using rulers/protracters to get every possible target out of their <em>fireball</em> spell), thereby speeding it up tremendously. It also gets rid of the people who sit around daydreaming and only decide on their action when their initiative comes up. This system forces them to think ahead. It also brings an element of chaos/confusion into battles, which is something that the overly tactical miniatures aspect of D&D effectively neuters.</p><p></p><p>Try it and see for yourself. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ogrork the Mighty, post: 2606562, member: 19042"] We have around 6 players plus DM in our game and our combats were dragging on far too long. So we tested a new method of running battles last session and it seemed to work well. Basically it works like this: everyone rolls initiative normally. Then everyone declares their intentions for the next round, roughly in order of initiative (it only really matters if one person's action depends on another). Then it's a free-for-all as everyone resolves their actions simultaneously (attack rolls, damage rolls, effects, etc.). Bam. Round over. It might not be that good if you're into cinematic descriptions of peoples' actions, but it's great for flying through rounds. We thought there would be problems with people doing things that didn't make sense (e.g. attacking someone that would already have been killed earlier in the initiative count), but there wasn't; any hiccups were easily adjudicated. What this system does is get rid of the overly tactical aspects of combat (e.g. people using rulers/protracters to get every possible target out of their [I]fireball[/I] spell), thereby speeding it up tremendously. It also gets rid of the people who sit around daydreaming and only decide on their action when their initiative comes up. This system forces them to think ahead. It also brings an element of chaos/confusion into battles, which is something that the overly tactical miniatures aspect of D&D effectively neuters. Try it and see for yourself. ;) [/QUOTE]
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