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Speeding Up Combat
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<blockquote data-quote="Greenstone.Walker" data-source="post: 6779251" data-attributes="member: 6788312"><p>Player management will certainly help. I'm trying a few new things this week to hopefully speed up combats, based on advice I've read on the Web.</p><p></p><p><strong>Fast Narration</strong></p><p></p><p>At the start of each round in combat, I'm going to summarse the situation in a couple of sentences. At the start of each player's turn, I'm going to summarise what's important to that character. Then the player gets a few seconds to declare actions. No declaration means they lose their turn due to indecisiveness (which means their character dodges and doesn't move). The players need to be spending the *other player's turns* deciding their actions.</p><p></p><p>For example:</p><p></p><p>Start of the turn: "Two mummies are attacking the party. Alice is down, Bob is wounded, Eve is unharmed at the back. So far, Eve's fire attacks have been extremely effective."</p><p></p><p>Start of Bob's turn: "Bob, two mummies are attacking you, Alice is on the ground bleeding out but the mummies are ignoring her. What do you do?" *one* *two* *three* "Bob is dodging. Eve, you're next..."</p><p></p><p><strong>No Looking Stuff Up</strong></p><p></p><p>I'm banning looking in a book during combat. If any of the players don't know what their character's features do, I'll just make a ruling on the spot. If the ruling later turned out to be wrong, that's OK, we'll fix it next session. </p><p></p><p>Players need to be prepared, with the appropriate notes either memorised or written down on their character sheets. Spell duration, attack range, feature description, etc.</p><p></p><p>Same goes for me as a GM! For example, monster stats written on 3×5 index cards (which are bulldog-clipped to my screen). If I have to stop and look at a Monster Manual then I have destroyed the pace of the encounter.</p><p></p><p>I'll post here later this week with how well it went for my group.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 6779251, member: 6788312"] Player management will certainly help. I'm trying a few new things this week to hopefully speed up combats, based on advice I've read on the Web. [B]Fast Narration[/B] At the start of each round in combat, I'm going to summarse the situation in a couple of sentences. At the start of each player's turn, I'm going to summarise what's important to that character. Then the player gets a few seconds to declare actions. No declaration means they lose their turn due to indecisiveness (which means their character dodges and doesn't move). The players need to be spending the *other player's turns* deciding their actions. For example: Start of the turn: "Two mummies are attacking the party. Alice is down, Bob is wounded, Eve is unharmed at the back. So far, Eve's fire attacks have been extremely effective." Start of Bob's turn: "Bob, two mummies are attacking you, Alice is on the ground bleeding out but the mummies are ignoring her. What do you do?" *one* *two* *three* "Bob is dodging. Eve, you're next..." [B]No Looking Stuff Up[/B] I'm banning looking in a book during combat. If any of the players don't know what their character's features do, I'll just make a ruling on the spot. If the ruling later turned out to be wrong, that's OK, we'll fix it next session. Players need to be prepared, with the appropriate notes either memorised or written down on their character sheets. Spell duration, attack range, feature description, etc. Same goes for me as a GM! For example, monster stats written on 3×5 index cards (which are bulldog-clipped to my screen). If I have to stop and look at a Monster Manual then I have destroyed the pace of the encounter. I'll post here later this week with how well it went for my group. [/QUOTE]
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