Jahydin
Hero
Nothing I dislike more than to look over the screen and see people mentally checking out during what should be the most exciting part of the game! Over the years I've found no matter the "D&D like" system I'm playing, I always do two things with combat to make it more engaging:
1. Get rid of Initiative rounds
Nothing is more boring then pausing the game right when the action starts to figure out everyone's order. Worse, knowing you go dead last and just sitting there waiting for your turn. Get rid of it!
There's quite a few ways to do this. Some of my favorites:
When players take the time to describe their attack in a way that seems beneficial, uses a weapon that seem perfect for job, or comes up with a clever idea not covered in the rules, reward them!
With the first two examples, I usually give a +1 or +2 bonus in secret and just narrate it as being "effective" in some manner. For the clever ideas, I'll usually tie it to a Skill Check and keep the effect close to the power levels of what's normally available in the system. If it's something that player really likes to do, I'll take the time to flesh out a whole new mechanic.
This goes a long way in encouraging players to think about what they could do on their turn other than just "attack". Complete game changer in OSR systems to add depth as well as to more complex games like PF2 to add variety to the same "routine" the PC is built to.
Anyone have any hacks of their own they use to make combats more engaging?
1. Get rid of Initiative rounds
Nothing is more boring then pausing the game right when the action starts to figure out everyone's order. Worse, knowing you go dead last and just sitting there waiting for your turn. Get rid of it!
There's quite a few ways to do this. Some of my favorites:
- Just let the PCs go first and get on with it!
- Split actions up and narrate in loose order using common sense and what's fun. (For instance, initiative could go: Movement -> Missile Fire -> Melee -> Magic)
- Everyone rolls for Initiative, but the GM just starts going. He can be interrupted at anytime by anyone who rolled better than him and is ready to take their turn. (My absolute favorite)
- Popcorn Initiative
- Lightest weapons strike first. Unless you're approaching someone with a longer weapon, then the longer one goes first.
- Mix and match any of the previous!
When players take the time to describe their attack in a way that seems beneficial, uses a weapon that seem perfect for job, or comes up with a clever idea not covered in the rules, reward them!
With the first two examples, I usually give a +1 or +2 bonus in secret and just narrate it as being "effective" in some manner. For the clever ideas, I'll usually tie it to a Skill Check and keep the effect close to the power levels of what's normally available in the system. If it's something that player really likes to do, I'll take the time to flesh out a whole new mechanic.
This goes a long way in encouraging players to think about what they could do on their turn other than just "attack". Complete game changer in OSR systems to add depth as well as to more complex games like PF2 to add variety to the same "routine" the PC is built to.
Anyone have any hacks of their own they use to make combats more engaging?