Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Suggestions for Speeding Up Combat
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Fenes" data-source="post: 4154775" data-attributes="member: 604"><p>My proposal to speed up combat (since you mention your players feel constrained by the combat rules): Expand and simplify it. Focus on a few key actions, and handwave the rest.</p><p></p><p>Don't play out how dozens of minions get killed one by one by the fighter blocking the door they want to get through. Have him roll to kill the first, and eyeball the outcome from that, narrating it as a heroic action with lots of cleaves.</p><p></p><p>Skip the "charge, full attack full attack, cleric heal! full attack" routine.</p><p></p><p>Instead make special moves matter more than the rules make them. Make it so that if the fighter can bullrush the enemy off a cliff that this means half the fight is won (could play this out in 2 or three rounds, tops - fighter bullrushes the enemy to the edge, the rest closes in to keep him there, next round it's bullrush over the edge). If your NPC gets disarmed, make that matter more than "he picks his weapon up, AoO, he attacks". If the weapon is disarmed, it should very hard to recover due to terrain or party action.</p><p></p><p>A way to visualise this is to not see the enemy as having hitpoints that need to be dropped, but as having a few key "assets". Once all or the majority of those are removed/destroyed/neutralised, the battle is over.</p><p></p><p>Example:</p><p></p><p>The heroes are facing an undead knight clad in black plate, wielding a black sword dripping poisonous ooze and riding a nightmare while commanding a horde of lesser undead.</p><p></p><p>That's the following "assets":</p><p>- Protection</p><p>- Magic Sword</p><p>- Mobility</p><p>- Minions</p><p></p><p>Any of those can be dealt with in various ways. Fighters can (attempt to) sunder/disarm the weapon, kill the nightmare, block and cleave the minions, and hack the armor to pieces (least effective). Rogues (or similar characters) can trip/ensnare/hamstring/kill the nightmare, backstab past the armor if in position to do so, drop a chandelier on the minions, or pull a rug, or otherwise block them, use some magic device to neutralise the poison, etc.</p><p>Mages and clerics can use various spells to either neutralise one asset (turn undead, fireball, wall of force, etc. to deal with the minions, banishment/dominate monster/slay living/disintegrate, hold monster/force cage/entangle etc. for the nightmare, protection spells to avoid damage from the sword, spells to make the undead easier to hurt, etc.</p><p></p><p>So, in essence: focus on pulling a few key stunts/moves, and handwave the rest with narrating. Don't roll how long it takes to kill all minions, or how long it takes to hack past the 30 AC of the undead night once he's lost his mount, weapon and minion. If the main enemy is dead or has fled, handwave the minions away as fleeing/getting killed easily. </p><p></p><p>And of course, NPCs should flee or attempt to as well if the battle goes against them. At the very least this makes them easier to kill when they turn their backs, speeding up combat as well.</p><p></p><p>If the battle turns against he group, do the same for escaping, present a few key tasks they need to do, and see if they manage - you can always switch to full "hp by hp" mode if TPK starts like it will happen.</p></blockquote><p></p>
[QUOTE="Fenes, post: 4154775, member: 604"] My proposal to speed up combat (since you mention your players feel constrained by the combat rules): Expand and simplify it. Focus on a few key actions, and handwave the rest. Don't play out how dozens of minions get killed one by one by the fighter blocking the door they want to get through. Have him roll to kill the first, and eyeball the outcome from that, narrating it as a heroic action with lots of cleaves. Skip the "charge, full attack full attack, cleric heal! full attack" routine. Instead make special moves matter more than the rules make them. Make it so that if the fighter can bullrush the enemy off a cliff that this means half the fight is won (could play this out in 2 or three rounds, tops - fighter bullrushes the enemy to the edge, the rest closes in to keep him there, next round it's bullrush over the edge). If your NPC gets disarmed, make that matter more than "he picks his weapon up, AoO, he attacks". If the weapon is disarmed, it should very hard to recover due to terrain or party action. A way to visualise this is to not see the enemy as having hitpoints that need to be dropped, but as having a few key "assets". Once all or the majority of those are removed/destroyed/neutralised, the battle is over. Example: The heroes are facing an undead knight clad in black plate, wielding a black sword dripping poisonous ooze and riding a nightmare while commanding a horde of lesser undead. That's the following "assets": - Protection - Magic Sword - Mobility - Minions Any of those can be dealt with in various ways. Fighters can (attempt to) sunder/disarm the weapon, kill the nightmare, block and cleave the minions, and hack the armor to pieces (least effective). Rogues (or similar characters) can trip/ensnare/hamstring/kill the nightmare, backstab past the armor if in position to do so, drop a chandelier on the minions, or pull a rug, or otherwise block them, use some magic device to neutralise the poison, etc. Mages and clerics can use various spells to either neutralise one asset (turn undead, fireball, wall of force, etc. to deal with the minions, banishment/dominate monster/slay living/disintegrate, hold monster/force cage/entangle etc. for the nightmare, protection spells to avoid damage from the sword, spells to make the undead easier to hurt, etc. So, in essence: focus on pulling a few key stunts/moves, and handwave the rest with narrating. Don't roll how long it takes to kill all minions, or how long it takes to hack past the 30 AC of the undead night once he's lost his mount, weapon and minion. If the main enemy is dead or has fled, handwave the minions away as fleeing/getting killed easily. And of course, NPCs should flee or attempt to as well if the battle goes against them. At the very least this makes them easier to kill when they turn their backs, speeding up combat as well. If the battle turns against he group, do the same for escaping, present a few key tasks they need to do, and see if they manage - you can always switch to full "hp by hp" mode if TPK starts like it will happen. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Suggestions for Speeding Up Combat
Top