Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Resource-Draining Model D&D Doesn't Work (for me)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Xaelvaen" data-source="post: 7637456" data-attributes="member: 6681906"><p>I don't experience the problem in the same way as you, in that we play weekly - however, there are similar situations that arise for different reasons; mainly, we've been playing for 20 years, and you have to continuously keep it fresh and interesting. Here's a few things that I use. While they may not be ideal for you and your party, I hope it helps:</p><p></p><p><strong>1) Glass Cannons</strong>: I create my own monsters to be very low in Hit Points when the battle needs to go quicker, but pack a far deadlier punch than their durability might otherwise portray. This allows a lot of damage to be inflicted onto the party early, and you create a sense of 'edge of your seat danger' right off the bat. The enemies die quickly, which means that the damage output goes down very rapidly, and the battle becomes quicker with each passing round. Bugbears are a great example of this, provided they start the battle hidden, of course.</p><p></p><p><strong>2) DMG alternate - 5 minute Short Rests:</strong> We found that we go without magical healers more often than not when we play 5E. Hit Dice healing is absolutely necessary. So instead of players worrying about that hour of time to recharge their abilities and heal, we just made it so you can do that right after every battle. It creates a sense of automatic memory and players can do this very expeditiously, saving not only time 'in character' but also time in reality.</p><p></p><p><strong>3) Success at a Cost:</strong> When a player just barely misses a target number (attack roll, skill check, saving throw, etc.), I give them the option of succeeding anyway, but at a cost. This decreases the number of wasted turns and lets the combat go a bit faster, at least as far as the players feel. The cost is up to you. (At my table, we use GM Tokens. When a player wants to succeed at a cost, the GM gets a token. The GM can spend these tokens to add +1d6 to any d20 roll a badguy makes.)</p><p></p><p><strong>4) Round Time Limit Bonus:</strong> I have a 1 minute stopwatch behind my DM screen. On each player's turn, they get 1 minute to complete their turn, including all dice rolling and information conveyance. If they take longer, that's okay - no one is punished. But if they are done within the minute, they get a bonus on whatever action they took for the round. The players know this, so they try to work together off-turn, plan and strategize, and get their things organized better for each round. A lot of the time I make that bonus +2 to the attack (if they need it to hit), or +5 damage. Again, this makes things go much faster, and encourages teamwork and communication.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7637456, member: 6681906"] I don't experience the problem in the same way as you, in that we play weekly - however, there are similar situations that arise for different reasons; mainly, we've been playing for 20 years, and you have to continuously keep it fresh and interesting. Here's a few things that I use. While they may not be ideal for you and your party, I hope it helps: [B]1) Glass Cannons[/B]: I create my own monsters to be very low in Hit Points when the battle needs to go quicker, but pack a far deadlier punch than their durability might otherwise portray. This allows a lot of damage to be inflicted onto the party early, and you create a sense of 'edge of your seat danger' right off the bat. The enemies die quickly, which means that the damage output goes down very rapidly, and the battle becomes quicker with each passing round. Bugbears are a great example of this, provided they start the battle hidden, of course. [B]2) DMG alternate - 5 minute Short Rests:[/B] We found that we go without magical healers more often than not when we play 5E. Hit Dice healing is absolutely necessary. So instead of players worrying about that hour of time to recharge their abilities and heal, we just made it so you can do that right after every battle. It creates a sense of automatic memory and players can do this very expeditiously, saving not only time 'in character' but also time in reality. [B]3) Success at a Cost:[/B] When a player just barely misses a target number (attack roll, skill check, saving throw, etc.), I give them the option of succeeding anyway, but at a cost. This decreases the number of wasted turns and lets the combat go a bit faster, at least as far as the players feel. The cost is up to you. (At my table, we use GM Tokens. When a player wants to succeed at a cost, the GM gets a token. The GM can spend these tokens to add +1d6 to any d20 roll a badguy makes.) [B]4) Round Time Limit Bonus:[/B] I have a 1 minute stopwatch behind my DM screen. On each player's turn, they get 1 minute to complete their turn, including all dice rolling and information conveyance. If they take longer, that's okay - no one is punished. But if they are done within the minute, they get a bonus on whatever action they took for the round. The players know this, so they try to work together off-turn, plan and strategize, and get their things organized better for each round. A lot of the time I make that bonus +2 to the attack (if they need it to hit), or +5 damage. Again, this makes things go much faster, and encourages teamwork and communication. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Resource-Draining Model D&D Doesn't Work (for me)
Top