Speeding Up Combat

Thanks for the feedback everyone. It's useful to hear that my experience isn't an isolated one.

Bladesong - Cool, but I'm looking for something that provides oomph at the heroic tier too. There's also the issue you identified of encroaching on the ecncounter powers damage output. How did this work out at the table?

It really did not effect dailies/encounters, players just tended to choose powers that had additional effects. As I said before we viewed dalies/encounters as nothing more than "flavor or fluff".

As far as adding "oomph" I also was a bit more liberal in giving out action points and they could do two more things with them: they could turn any hit into a crit and they could turn a crit into double damage; so could their opponents.

Beyond that I cannot be much help. We abandoned 4ed and are using a version 3.75 of my own design which incorporates everything we liked from every version or system we have ever read. Everyone is MUCH happier now.
 

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Some options (some possible repeats of what others say):

- Give out Action Points a little more often, so that they are used more often as well. An extra immediate action can do a lot of damage.

- Don't be stingy with bonuses to hit if the players do daring maneuvers. Often what causes a slog is the "swing-and-a-miss" issue. If the players use good tactics, then this won't be a problem (they'll be flanking most of the time). If they don't, then throw them a bone: give them a bonus for high ground, for any stunts they perform, etc.

- Don't make the badguys fear Opportunity Attacks. In 3e, many people had this belief that they needed to avoid AoOs like the frickin' plague (because they did need to in that system). But 4e's high HP enemies mean that OAs are kinda okay. Also, many powers rely on them being triggered (or are at least are most optimal then).

- Make the Bloodied condition also impose a -2 penalty to all Defenses.

- Ignore the "one daily magic item power per day" rule. Each item with a daily can only be used once daily, but you can use however many daily items per day as you've got. More Powers thrown around = more damage = faster fights. Badguys can use this, too, so it's not unbalanced.

- Use morale. If every badguy fights to the death, then yeah, you'll have some slogging fights. If some run away when their numbers are cut down by more than 50%, or they surrender, then fights will go faster (especially the fights that don't really matter as much). Bloodied is a great indicator of morale: if an enemy is Bloodied, they know that they are in trouble, so they might seek alternative ways to end the fight so they don't die, whether that be escape, surrender, suicide (the ol' cyanide capsule trick whilst yelling "You'll never get me to talk, do-gooder!"), or whatever.

I'd say those are among the least "rulesy" ways of changing things up. If you want more in-depth gamey ideas, then you have to look close at the ramifications. Stuff like playing with damage rolls (or static damage), increasing crit damage/likelihood, reducing enemy HP across the board, etc.

- It might sound like it would do the opposite, but you could always make certain enemies into "Hardy Minions." These guys are Bloodied on the first hit, dead on the second. Why is this a good idea for reducing slog? Well, if you don't like the "turn 'em into minions" idea because it's "unrealistic" or something (I really don't understand that argument at all), then turn them into Hardy Minions. They'll last a little longer, but still go down faster than other baddies.


BTW, why is the "turn 'em into minions" idea so reviled by some people? What's the difference between that and any other rule that makes enemies die faster? If you're trying to make combats go faster, wouldn't this serve the same purpose and have precedent within the rules?

Just curious.
 

BTW, why is the "turn 'em into minions" idea so reviled by some people? What's the difference between that and any other rule that makes enemies die faster? If you're trying to make combats go faster, wouldn't this serve the same purpose and have precedent within the rules?

Just curious.

Hmmm, I'm not sure I could ever answer this to your satisfaction. I suppose the people you refer to could ask you why are you not so reviled by doing it, but it really wouldn't matter much would it? :)
Here's what I can tell you...my players hated it...I don't recall all the reasons but I remember hearing one player say something to the effect of "I don't want a 'gimme'." I can define that for you if you need it, but you'll probably understand.
To me it is really no different than taking a below average NPC and suddenly making him Superman which is the exact action in reverse. Another way to say it would be if I have minions in play and don't like the way the battle is going so I instantly change one into a solo creature...well, hopefully you get the point.
Regardless, it is just as simple to say "I don't like it" without any explanation; you cannot always verbalize why you feel a certain way.
 

Die Rolls, Die Piles and Skill/Power Cards

Best thing I ever did to speed up my turn was to roll to hit and roll damage together. I don't hit? Ignore the damage roll.

That being said, it didn't speed up anyone else's turn. Mostly because they don't do it, no matter how many times I've suggested it. So I stopped bugging them.


Along the same lines, if a player has a lot of dice, have them create different piles. A lot of powers use 1W+ or 2W+, so you just have 2 piles. A d20 and 1W along with a d20 and 2W. Then you grab whatever you're using.

Finally (and this fricken ROCKS!), use D&D power cards (attached). We found them from one of the guys at yon local gaming shop.

Originally they were only meant to print but I went through and made them computer friendly (see example). Turns out only one guy in our group likes that--not me it turns out--but it's an option now, especially for online games.

I'm willing to update per suggestions, though if anyone wants that I'll likely give it it's own thread.
 

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PezlerPolychromatic - It's a neat idea, but it's only going to speed up the average combat marginally. Natural 20s just aren't frequent enough for it to have a appreciable effect.

Actually considering that the vast majority of combats are at least 5 rounds, with 5 party members, that's 25 likely attack rolls in there (a few less for dazing, stun effect, a few more for AP, we are also assuming only the 1st attack roll in any given series can apply for this purpose). But with that many attack rolls, the chances of getting a few natural 20's are actually very high. if you could recharge dailies with them...that would have a very strong impact on the game overall.
 

Finally (and this fricken ROCKS!), use D&D power cards (attached). We found them from one of the guys at yon local gaming shop.

Sorry, forgot: Once printed, put them in the plastic sleeves meant for magic cards. Add old cards behind them to give them some weight and keep them from bending. Finally, we flip it over when we've used it and turn it sideways when it's active (ongoing damage, flaming spheres, etc.).
 

Actually considering that the vast majority of combats are at least 5 rounds, with 5 party members, that's 25 likely attack rolls in there (a few less for dazing, stun effect, a few more for AP, we are also assuming only the 1st attack roll in any given series can apply for this purpose). But with that many attack rolls, the chances of getting a few natural 20's are actually very high. if you could recharge dailies with them...that would have a very strong impact on the game overall.

Twenty-five attack rolls will average 1.25 recharges per battle per party. That's considerably less of a boost than, say, maximised damage or a scaling bonus that applies to every hit. :)
 

Twenty-five attack rolls will average 1.25 recharges per battle per party. That's considerably less of a boost than, say, maximised damage or a scaling bonus that applies to every hit. :)

Absolutely, those have a tremendously powerful effect on combat, doesn't mean this idea wouldn't have a noticeable one.
 

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