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Suggestions for Speeding Up Combat
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<blockquote data-quote="Cobblestone" data-source="post: 4150145" data-attributes="member: 57786"><p>I have six players in my D&D 3.5 campaign, all between 3rd and 5th level, and already, we're having issues with the pace of combat. A large part of this is that the majority of the players are new to Dungeons and Dragons, or haven't played since AD&D was in print, or are coming to it having only played Baldur's Gate or Neverwinter Nights on their PC. So some part of the slow-down is learning curve, and we can acknowledge and accept that.</p><p></p><p>That said, we have been enjoying things so far, except for the days when a single combat takes up the four hours we have to make things happen. These long combats seem to rob the session of its momentum, and make it hard for the socially-oriented characters to have their moments to shine.</p><p></p><p>So how do we speed up the combat? Here are what I see as problems:</p><p></p><p>--Keeping track of whose turn it is, and keeping them interested until their initiative comes up.</p><p>--The time it takes for the players and myself to decide what actions to attempt.</p><p>--A general feeling on the part of the players that their actions are limited to what's in the rule-book, either because a certain action isn't allowed in a round, or because by-the-book, the action is too difficult to make it worthwhile to try.</p><p>--Too many fight-to-the-death encounters.</p><p></p><p>As far as item one goes, I currently have everyone roll, write their names down on the dry-erase board in initiative order, and cycle through the list each turn. I'm considering switching to one-side goes, and then the other, and simply going around the table. However, I don't want to penalize the high-dex characters too greatly.</p><p></p><p>As far as number two goes, I'm torn between letting this improve as our familiarity with the game increases, and buying a six-second timer.</p><p></p><p>Number three I struggle with, in that I want characters to say I do this, and to trust in me to find or make up a rule for the moment. Towards this I've come up with some cards that have "moves" or "techniques" described on them, and the applicable rules and modifiers already worked out for the specific character. The hope is this will illustrate the breadth of actions available.</p><p></p><p>The last one is the easiest, and I'm determined to have all combats be goal-oriented, and to have as few mindless or fanatical opponents as possible. </p><p></p><p>Are slow combats a frequent problem? What things have worked for other people in the past to speed them up? Are my strategies going to work? Other thoughts?</p><p></p><p>Thanks in advance for your assistance and suggestions,</p><p></p><p>Peace, </p><p></p><p>C-Stone</p></blockquote><p></p>
[QUOTE="Cobblestone, post: 4150145, member: 57786"] I have six players in my D&D 3.5 campaign, all between 3rd and 5th level, and already, we're having issues with the pace of combat. A large part of this is that the majority of the players are new to Dungeons and Dragons, or haven't played since AD&D was in print, or are coming to it having only played Baldur's Gate or Neverwinter Nights on their PC. So some part of the slow-down is learning curve, and we can acknowledge and accept that. That said, we have been enjoying things so far, except for the days when a single combat takes up the four hours we have to make things happen. These long combats seem to rob the session of its momentum, and make it hard for the socially-oriented characters to have their moments to shine. So how do we speed up the combat? Here are what I see as problems: --Keeping track of whose turn it is, and keeping them interested until their initiative comes up. --The time it takes for the players and myself to decide what actions to attempt. --A general feeling on the part of the players that their actions are limited to what's in the rule-book, either because a certain action isn't allowed in a round, or because by-the-book, the action is too difficult to make it worthwhile to try. --Too many fight-to-the-death encounters. As far as item one goes, I currently have everyone roll, write their names down on the dry-erase board in initiative order, and cycle through the list each turn. I'm considering switching to one-side goes, and then the other, and simply going around the table. However, I don't want to penalize the high-dex characters too greatly. As far as number two goes, I'm torn between letting this improve as our familiarity with the game increases, and buying a six-second timer. Number three I struggle with, in that I want characters to say I do this, and to trust in me to find or make up a rule for the moment. Towards this I've come up with some cards that have "moves" or "techniques" described on them, and the applicable rules and modifiers already worked out for the specific character. The hope is this will illustrate the breadth of actions available. The last one is the easiest, and I'm determined to have all combats be goal-oriented, and to have as few mindless or fanatical opponents as possible. Are slow combats a frequent problem? What things have worked for other people in the past to speed them up? Are my strategies going to work? Other thoughts? Thanks in advance for your assistance and suggestions, Peace, C-Stone [/QUOTE]
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