D&D 5E Spicing Up Combat


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Get player buy-in on the idea that turns are for acting, not for thinking about what to do. When it's time for a character's time in the spotlight, the player goes immediately or offers to delay his or her turn. Alternatively, the player can ask for a suggestion from fellow players, but must take the first serious offer that is made - this isn't a time for brainstorming until the player hears something he or she likes. This simple method cuts down significantly on how long a combat takes which means time for more content. It also means that any given player isn't waiting very long for his or her next time to shine. These are selling points for players and DMs both.

Prior to each player's turn, the DM can re-frame the scene in pithy and exciting terms. For example, "Ragnar just cut down the orc shaman, but two warriors rushed him to seek vengeance. A bowman sixty feet away is taking aim at you while two more are charging up from the flank to get at the wizard and cleric and will be there in mere seconds. What do you do?" This cuts down on players asking questions instead of acting boldly. It also underscores the frenetic tempo and chaos of battle.

I'm also a big fan of countdowns. I also very much prefer scenarios where all pillars of the game - combat, exploration, and social interaction - come together in the same scene.
 

I wrote an article for random battlefield events for EN5ider which I find works pretty well to add a little extra.
 

Get player buy-in on the idea that turns are for acting, not for thinking about what to do. When it's time for a character's time in the spotlight, the player goes immediately or offers to delay his or her turn. Alternatively, the player can ask for a suggestion from fellow players, but must take the first serious offer that is made - this isn't a time for brainstorming until the player hears something he or she likes. This simple method cuts down significantly on how long a combat takes which means time for more content. It also means that any given player isn't waiting very long for his or her next time to shine. These are selling points for players and DMs both.

Prior to each player's turn, the DM can re-frame the scene in pithy and exciting terms. For example, "Ragnar just cut down the orc shaman, but two warriors rushed him to seek vengeance. A bowman sixty feet away is taking aim at you while two more are charging up from the flank to get at the wizard and cleric and will be there in mere seconds. What do you do?" This cuts down on players asking questions instead of acting boldly. It also underscores the frenetic tempo and chaos of battle.

I'm also a big fan of countdowns. I also very much prefer scenarios where all pillars of the game - combat, exploration, and social interaction - come together in the same scene.

Hey this is all really, really great stuff. I love love love the first paragraph in particular, but countdowns, and re-framing are great too. Thanks so much. Awesome stuff!
 


This just might be the curse of the 3/5 ruleset yes, that's a play on 3.5. After the miniatures handbook, you had enough rules to be specific about where and how fast your character moved. You had too many rules to just make up something cool that your character did, and not enough rules to be able to legally do anything cool you wanted.

Shorter version: spice up your 5e combat by hand waving the rules, or by picking up the first third-party OGL that is called "the Tactical Combat Handbook."
 
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This just might be the curse of the 3/5 ruleset yes, that's a play on 3.5. After the miniatures handbook, you had enough rules to be specific about where and how fast your character moved. You had too many rules to just make up something cool that your character did, and not enough rules to be able to legally do anything cool you wanted.

Shorter version: spice up your 5e combat by hand waving the rules, or by picking up the first third-party OGL that is called "the Tactical Combat Handbook."

Totally. I agree 100%. The Kobold Guide to Combat also has some great ideas.
 

As a DM I make sure there's a short, descriptive 'sitrep' every few beats of a round and then provide some color commentary after each action in a combat.

The best thing is to get the players out of their comfort zone and coming up with synergies to tackle a problem in ways they haven't had to before. Don't be too lax with them but reward good thinking.
 

As a DM I make sure there's a short, descriptive 'sitrep' every few beats of a round and then provide some color commentary after each action in a combat.

The best thing is to get the players out of their comfort zone and coming up with synergies to tackle a problem in ways they haven't had to before. Don't be too lax with them but reward good thinking.

That's always solid advice. Reward good thinking and make sure you're taking the time to describe things.
 

It defies all expectations, but I swear using the Speed Factor initiative variant makes combat a lot more quick and suspenseful. When everybody decides what they'll do ahead of time, there's no boring waiting because everybody is paying close attention to the initiative countdown and silently hoping nothing messes up their plan before it's their turn. You wouldn't even have to use the weapon speed modifiers (although it takes very little effort to memorize them, as they're all either +/-2 or +/-5).
If you don't believe me, now even The Angry GM agrees that this is an awesome rules variant. And honestly, nobody can argue with that many swears in one place.
 

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