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*TTRPGs General
Speeding up combat
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<blockquote data-quote="Someone" data-source="post: 3503550" data-attributes="member: 5656"><p>Several things in the list can be reverted making the players participate when it's not their turn: one of them can manage the initiative and spell durations, other the damage dealt to monsters, and every other thing that you can delegate on the players. </p><p></p><p>Confusion in battle can be avoided with some preparation, clear diagrams or maps, and sometimes using miniatures. But make sure you only use the miniatures when the situation demands it: if the number of enemies is small, it's better and faster not to use them.</p><p></p><p>Experience and preparation can speed up considerably the process of knowing abilities and spells: make sure you read once the spells your NPCs and monsters are going to use; also, start low level and delay experience gaining so everyone learns to use their character's abilities before adding some more, and avoid spellcasters that prepare their spells: try to convince them to use favored souls, warlocks and sorcerers. And make sure they do their homeworks and add all the static bonuses to the main attacks and saves, so they just have to add the situational bonuses, like flanking or charging.</p><p></p><p>Relax a bit and think that if you don't force yourself to comply with all the rules your combats will be faster and more entertaining for your players. Same for them: tell them you're the one in charge, that you're trying to make things more fun for everyone, and you can leave rules arguments for later.</p></blockquote><p></p>
[QUOTE="Someone, post: 3503550, member: 5656"] Several things in the list can be reverted making the players participate when it's not their turn: one of them can manage the initiative and spell durations, other the damage dealt to monsters, and every other thing that you can delegate on the players. Confusion in battle can be avoided with some preparation, clear diagrams or maps, and sometimes using miniatures. But make sure you only use the miniatures when the situation demands it: if the number of enemies is small, it's better and faster not to use them. Experience and preparation can speed up considerably the process of knowing abilities and spells: make sure you read once the spells your NPCs and monsters are going to use; also, start low level and delay experience gaining so everyone learns to use their character's abilities before adding some more, and avoid spellcasters that prepare their spells: try to convince them to use favored souls, warlocks and sorcerers. And make sure they do their homeworks and add all the static bonuses to the main attacks and saves, so they just have to add the situational bonuses, like flanking or charging. Relax a bit and think that if you don't force yourself to comply with all the rules your combats will be faster and more entertaining for your players. Same for them: tell them you're the one in charge, that you're trying to make things more fun for everyone, and you can leave rules arguments for later. [/QUOTE]
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