I've been trying a new house-rule for improving 4e combat, inspired by @Rechan (I think) and 5e, and it's working really well. I call it "Skirmishes & Set-Pieces." It's a new "combat module" that's meant to supplement standard 4e combat.
The great thing about 4e combat is the tactical depth and complexity. For the first time in D&D, I actually feel like combat is fun in its own right. 4e does set-piece battles really well.
But that fun comes at a cost. 4e combats take a long time, and strong tactical play requires a lot of concentration on the grid, squares of movement, powers, and so on. For my players, this comes at the cost of immersion. (An example from my game last night: "I do 23 thunder damage and push him two squares, and then on the start of his next turn, he'll take 5 lightning damage if he's not adjacent to me." Me: "Why? What just happened in-game?" Him: "Umm... I'm not sure.") Sometimes I don't want a big set-piece battle. Sometimes I just want a wandering monster or a small skirmish to provide flavor and create immersion.
So the idea behind "Skirmishes & Set-Pieces" is to keep using the standard 4e combat engine for big "set-piece" battles. For the other, more ordinary, battles, I use a "skirmish" combat module. In this module, there's no battle grid, minis, or initiative, and a lot more DM fiat. It's tons faster and more immersive than the set-piece module, but not as tactically engaging. Here's how it works:
I've used this approach for the last two sessions, and it's worked really well. Combat goes about 5x faster. We resolved a combat of three 13-level PCs vs. three 9th-level soldiers in less than ten minutes. Immersion is improved, too. There's no pause between roleplay/exploration and combat, and actions are described in terms of the game world rather than the grid or powers.
On the downside, combat is more static and repetitive. Players are more likely to get into static melee "clenches" with their foes and just wail on each other with at-will actions. Although I ask the players to be creative with their descriptions and actions, it's hard for them to do that on the fly, especially since their turns come around so quickly.
Has anyone else tried using this sort of approach? How has it worked for you?
The great thing about 4e combat is the tactical depth and complexity. For the first time in D&D, I actually feel like combat is fun in its own right. 4e does set-piece battles really well.
But that fun comes at a cost. 4e combats take a long time, and strong tactical play requires a lot of concentration on the grid, squares of movement, powers, and so on. For my players, this comes at the cost of immersion. (An example from my game last night: "I do 23 thunder damage and push him two squares, and then on the start of his next turn, he'll take 5 lightning damage if he's not adjacent to me." Me: "Why? What just happened in-game?" Him: "Umm... I'm not sure.") Sometimes I don't want a big set-piece battle. Sometimes I just want a wandering monster or a small skirmish to provide flavor and create immersion.
So the idea behind "Skirmishes & Set-Pieces" is to keep using the standard 4e combat engine for big "set-piece" battles. For the other, more ordinary, battles, I use a "skirmish" combat module. In this module, there's no battle grid, minis, or initiative, and a lot more DM fiat. It's tons faster and more immersive than the set-piece module, but not as tactically engaging. Here's how it works:
- Positioning: No battle grid or minis. The DM describes the environment and the monsters, and players describe where their characters move. The DM decides where everybody is and how far apart people are, with a generous amount of "slop." Opportunity attacks, shifting, cover, and so forth are still used through DM fiat.
- Initiative: No initiative. The DM decides who acts next and makes sure that everyone has a chance to go. Sometimes the DM might decide that two creatures act simultaneously.
- Conditions: All the normal 4e conditions (prone, dazed, etc.) are available and used as normal.
- Durations: There's no tracking of rounds. Powers that only operate once per round (including immediate actions) recharge when the player starts his turn. Durations last according to DM fiat; generally, a condition affects a creature once, unless it needs to save. There's no tracking of "end of my next turn" versus "end of creature's next turn" versus "start of my next turn"--instead, it's a common sense ruling of "did this condition do its thing yet?"
- Actions: The normal 4e action economy is used (standard, move, minor, immediate, opportunity, free, no action). Players and monsters use all their normal 4e powers (including encounter and daily powers) but describe them using in-game terms rather than tactical terms. If a player can't figure out how to describe a power in a way that makes sense to the DM, then it can't be used. All the normal 4e combat actions (bull rush, charge, crawl, etc.) are available. Players are encouraged to come up with "stunts" that build on their existing powers, and the DM takes a generous interpretation of stunts. They always work at least as well as the power they're based on. (For example, a player with Burning Hands says, "I extend my hands in front of me and bathe the three monsters in flame, and ignite the rotting floor beneath them." DM: "Okay, the floor catches fire and gives way. Roll your attacks; the ones that you hit fall into the basement for 1d10 extra damage, and the ones you miss dodge to the side." Player: "There's a miss effect, so the ones that I miss are singed for (roll) three damage.")
- Trust: This system requires a lot of trust between the DM and players. The DM has to trust that the players are using their powers legally (and not constantly stop the action to double-check power card text), and the players have to trust the DM's fiat. It helps if the DM uses interpretations that are biased in favor of the Rule of Cool and generous to the players.
- Encounter Balancing: I suggest using below-level encounters and equal-or-below-level monsters to prevent the fight from grinding. It's probably a good idea to avoid elites and solos. So far, my skirmishes have all been below-level standard monsters, or minions, and less than half of an equal-level encounter XP budget.
- Mixing with Set-Pieces: You can use a skirmish as a lead-in to a set-piece fight. I did this last night, with my players running through town battling rampaging soldiers using the skirmish rules, before coming up against the main body of the enemy forces and switching to the set-piece rules, rolling initiative, and getting out the battlemat. I'd suggest letting the players recharge their encounter powers when switching to the set-piece rules to keep it from grinding.
I've used this approach for the last two sessions, and it's worked really well. Combat goes about 5x faster. We resolved a combat of three 13-level PCs vs. three 9th-level soldiers in less than ten minutes. Immersion is improved, too. There's no pause between roleplay/exploration and combat, and actions are described in terms of the game world rather than the grid or powers.
On the downside, combat is more static and repetitive. Players are more likely to get into static melee "clenches" with their foes and just wail on each other with at-will actions. Although I ask the players to be creative with their descriptions and actions, it's hard for them to do that on the fly, especially since their turns come around so quickly.
Has anyone else tried using this sort of approach? How has it worked for you?