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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
Slow Combat Problems
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="Emirikol" data-source="post: 1473967" data-attributes="member: 10638"><p>Mmmmm. My favorite subject next to discussing adventure formatting (no really).</p><p></p><p>Alrighty, I do talks to DM's for the RPGA on just this sort of thing.</p><p></p><p>Here's the deal:</p><p>Just like in mental health, the entire group can only get help if they want it. </p><p></p><p>Here are the vital questions before you can get more help: Do the rest of the players know that there is a problem? Does the DM care? Are there one or two players who specifically slow down the game or get distracted? Until you can answer those questions, you will never have a solution.</p><p></p><p>Now, the shotgun fixes (besides shooting the person who is slow):</p><p>* The NUMBER ONE method for speeding up combats is...DM ENFORCEMENT. If the DM doesn't igive a crap enough to enforce speedy and efficient combats, nothing can help your group. Other players can help the DM by putting pressure on the losers that can't seem to get organized, but the DM is the ultimate requirement for enforcement. The DM needs to POINT his finger at the player who is up and announce who will be up next. For those of you who ever competed in Track & Field, you've heard at the High/Long jump: Bob is UP; Jim is on DECK..start preparing your action; Dan is in the HOLE..be ready.</p><p></p><p>* The NUMBER TWO method for speeding up combats is...PLAYER ORGANIZATION. Players MUST first have accurate and legible numbers for the combat section of their character sheet. Next, they need to be able to hold TWO DICE in their hands and be able to drop them on the table. That means rolling your attack die with your damage die if you are still gaming in the dark ages. Last, they must know how to add a d20 to whatever number is CLEARLY LEGIBLE for each attack and damage. Sounds obvious doesn't it? Well, players are stupid and need to be criticized by the DM and the other players when they don't keep up.</p><p></p><p>* The NUMBER THREE method for speeding up your game is to skip people who aren't ready (like the other poster noted). A house rule will need to be made BEFORE you do this. A 10-15 second rule is needed and players need to be reminded to roll ahead if necessary. I'd also second that spellcasters cannot look up spells until after they've decided what to cast. If they find out later that something doesn't work, no SPELLCRAFT checks are going to get that wasted spell back. </p><p></p><p>Now, those are the biggest three. These will save you the most time.</p><p></p><p>There's lots of little things, but those will come along later and are not as effective at cutting down wasted time.</p><p></p><p>You will have more fun when your combats run faster. </p><p></p><p>Slow combats are the #2 reason why home groups break up. I'll post the number one reason in another topic...</p><p></p><p>Remember: HOUSE RULE that players need to be ready, then have the PLAYERS AND the DM enforce it. Maybe an x.p. penalty would help.</p><p></p><p>jh</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 1473967, member: 10638"] Mmmmm. My favorite subject next to discussing adventure formatting (no really). Alrighty, I do talks to DM's for the RPGA on just this sort of thing. Here's the deal: Just like in mental health, the entire group can only get help if they want it. Here are the vital questions before you can get more help: Do the rest of the players know that there is a problem? Does the DM care? Are there one or two players who specifically slow down the game or get distracted? Until you can answer those questions, you will never have a solution. Now, the shotgun fixes (besides shooting the person who is slow): * The NUMBER ONE method for speeding up combats is...DM ENFORCEMENT. If the DM doesn't igive a crap enough to enforce speedy and efficient combats, nothing can help your group. Other players can help the DM by putting pressure on the losers that can't seem to get organized, but the DM is the ultimate requirement for enforcement. The DM needs to POINT his finger at the player who is up and announce who will be up next. For those of you who ever competed in Track & Field, you've heard at the High/Long jump: Bob is UP; Jim is on DECK..start preparing your action; Dan is in the HOLE..be ready. * The NUMBER TWO method for speeding up combats is...PLAYER ORGANIZATION. Players MUST first have accurate and legible numbers for the combat section of their character sheet. Next, they need to be able to hold TWO DICE in their hands and be able to drop them on the table. That means rolling your attack die with your damage die if you are still gaming in the dark ages. Last, they must know how to add a d20 to whatever number is CLEARLY LEGIBLE for each attack and damage. Sounds obvious doesn't it? Well, players are stupid and need to be criticized by the DM and the other players when they don't keep up. * The NUMBER THREE method for speeding up your game is to skip people who aren't ready (like the other poster noted). A house rule will need to be made BEFORE you do this. A 10-15 second rule is needed and players need to be reminded to roll ahead if necessary. I'd also second that spellcasters cannot look up spells until after they've decided what to cast. If they find out later that something doesn't work, no SPELLCRAFT checks are going to get that wasted spell back. Now, those are the biggest three. These will save you the most time. There's lots of little things, but those will come along later and are not as effective at cutting down wasted time. You will have more fun when your combats run faster. Slow combats are the #2 reason why home groups break up. I'll post the number one reason in another topic... Remember: HOUSE RULE that players need to be ready, then have the PLAYERS AND the DM enforce it. Maybe an x.p. penalty would help. jh .. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Slow Combat Problems
Top