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Speeding up combat?
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<blockquote data-quote="jdeleski" data-source="post: 5384598" data-attributes="member: 33307"><p>I've tried a variety of methods to speed of combat, and certain methods only work for a certain period of time, so you'll need to change your approach every now and then. Some of the more successful: <ol> <li data-xf-list-type="ol">The DM has to be on top of his/her game! Get as organized as possible prior to the session. If the DM has a laptop/netbook, use a DM program to help manage the combat - some are VERY helpful.</li> <li data-xf-list-type="ol">The DM must be energetic and drive the action. Talk faster (unless you already talk fast...)! Talk excitedly! Push the players. Go! Go! Go! This is combat, not chess!</li> <li data-xf-list-type="ol">DM should pre-draw the combat layout on hex/square grids prior to the session.</li> <li data-xf-list-type="ol">Avoid reading rules during the game. If a rules question comes up and the rulebook must be consulted, then either a) DM should make a snap decision and talk about the ruling after the session is over, or b) have the player find the rule and read it over while delaying the decision, then once the rule is found, the DM decides as quickly as possible.</li> <li data-xf-list-type="ol">Use a combat pad (i.e. a dry erase/magnetic board that lists the initiative order) so that players can easily see who's turn it is and when they are up next.</li> <li data-xf-list-type="ol">At the start of every player's turn, the DM should announce the player who is up following this player to prompt them to start thinking about their actions.</li> <li data-xf-list-type="ol">DM could pre-roll a page of attack/damage/skill rolls, then cross them off the list as he/she goes along.</li> <li data-xf-list-type="ol">Use an egg timer to time the players' actions/decisions. If it runs out before the player decides, then delay their action.</li> <li data-xf-list-type="ol">If a player has left the table (bathroom break, smoke break, food break, etc.), then delay their action.</li> </ol><p>Already mentioned, but worth reinforcing: <ol> <li data-xf-list-type="ol">Players should have their spell information ready if they plan to cast a spell (either using spell cards or they open the rulebook and find the page prior to their turn)</li> <li data-xf-list-type="ol">Players should roll all attack and damage together, using differently colored dice for multiple attacks/damage.</li> <li data-xf-list-type="ol">If the DM is comfortable with the players, then the players could even pre-roll their attacks/damage on the prior players' turn.</li> </ol><p>That's all for now.</p><p>J.</p></blockquote><p></p>
[QUOTE="jdeleski, post: 5384598, member: 33307"] I've tried a variety of methods to speed of combat, and certain methods only work for a certain period of time, so you'll need to change your approach every now and then. Some of the more successful:[LIST=1] [*]The DM has to be on top of his/her game! Get as organized as possible prior to the session. If the DM has a laptop/netbook, use a DM program to help manage the combat - some are VERY helpful. [*]The DM must be energetic and drive the action. Talk faster (unless you already talk fast...)! Talk excitedly! Push the players. Go! Go! Go! This is combat, not chess! [*]DM should pre-draw the combat layout on hex/square grids prior to the session. [*]Avoid reading rules during the game. If a rules question comes up and the rulebook must be consulted, then either a) DM should make a snap decision and talk about the ruling after the session is over, or b) have the player find the rule and read it over while delaying the decision, then once the rule is found, the DM decides as quickly as possible. [*]Use a combat pad (i.e. a dry erase/magnetic board that lists the initiative order) so that players can easily see who's turn it is and when they are up next. [*]At the start of every player's turn, the DM should announce the player who is up following this player to prompt them to start thinking about their actions. [*]DM could pre-roll a page of attack/damage/skill rolls, then cross them off the list as he/she goes along. [*]Use an egg timer to time the players' actions/decisions. If it runs out before the player decides, then delay their action. [*]If a player has left the table (bathroom break, smoke break, food break, etc.), then delay their action. [/LIST]Already mentioned, but worth reinforcing:[LIST=1] [*]Players should have their spell information ready if they plan to cast a spell (either using spell cards or they open the rulebook and find the page prior to their turn) [*]Players should roll all attack and damage together, using differently colored dice for multiple attacks/damage. [*]If the DM is comfortable with the players, then the players could even pre-roll their attacks/damage on the prior players' turn. [/LIST]That's all for now. J. [/QUOTE]
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