PugioilAudacio
First Post
Wow, so many replies. Thanks for all the help. I'll propose these methods to my group for next weeks game. Hopefully, this should speed things up a bit.
Djeta Thernadier said:I think having a time limit might encourage people to think about what they're going to do while others are having their turn. Of course, sometimes, what the person ahead of you does can alter your plans (ie you're about to cast fireball and suddenly your party's rogue moves right in front of the line of fire).
S'mon said:With a six-player group 15 minutes between turns seems pretty normal, that means a typical 3-round combat will take about 45 minutes. I don't get bored waiting 15 minutes for my turn; only if it went over half an hour would I start to fidget.
Obviously all players need to have their turn ready when the GM gets to them; as GM I'd give a tardy player 6 seconds to decide, otherwise they do nothing. I find 'Delay' actions are quite popular these days.
Flicking through PHB to decide what to do _on your turn_ is not acceptable in my book, if the round takes 15 minutes you've already had plenty of time to do that.
Altalazar said:Oh yes, Index cards are excellent for that.
It also helps if the players really are prepared to go on their turn.
And if helps to keep the NPCs actions going quick as well.
You can really speed up the combat with such organization tips. However, there are some things that just will be slower with such a huge number of players. Seven is kinda a lot. I'd not want to go over five, with perhaps four being ideal. It is enough for diversity, and yet it is small enough that everyone can generally feel engaged most of the time.
This is some advice I gave on how to deal with large groups, but you might find that the same applies to any slow game:PugioilAudacio said:ANYTHING that might help us speed up our combats?
Creamsteak said:Some Ideas: Use Initiative Cards, Spell Cards, Feat Cards (gonna have to create these yourself), special attack cards (trip, disarm, bull rush, sunder, charge), monster cards, pre-roll initiative, and use miniatures. These all help for their individual purposes, the goal here is to put all the information a player would need to consider for their combat round directly in front of them.
Initiative cards are used so that you know exactly where combat is at, and can go through the deck in order without fail.
Spell cards of all prepared (or known for spontaneous casters) spells keep the mages from needing time with their players handbook. If you issue one card for each instance of the spell known, the player can "hand the card over to the DM" in a HeroQuest/Magic the Addiction manner. This makes your player of a spellcaster that isn't a complete and total master of his spell-list into a much faster element.
Feat Cards, Special Attack Type Cards, and possibly Skill Cards do the same thing as spell cards, but for monks, fighters, and rogues. This way, you'll never need to look up grapple, bull rush, or sunder. Even if you know these rules, this lets the player look at his "hand" and quickly assertain if he should use these methods, rather than sitting there trying to think of which one is appropriate or if he should perform a regular attack. Skill Cards aren't all that useful, but maybe listing the by the book DCs would help players make judgement calls to guess how difficult a skill is going to be.
Monster Cards and Pre-Rolling Initiative are just methods to speed up the DMs actions as much as possible. Roll all your dice together, and designate which dice represents which attack and which damage (I have 4 sets just for this). Monster Cards aren't necessary if your book-keeping is good, but since mine are the same size as my initiative cards, I use them in place and they include special attacks/qualities descriptions.
Miniatures, I do recall you have. The more players you have, the more you need to have precision placement of everything. You don't need this advice, but it's still worth pointing out.