Ruin Explorer
Legend
Welcome to how I've DM'd combat since literally the '80s!He says he doesn't have a solution, but he does. First, stop forcing combat to continue past the point of victory, i.e. once you know who's won the fight, end the fight. Second, stop using boring goals in combat, like murdering all of the other team.
But like, it's a valid point - an awful lot of D&D DMs feel the need to:
A) Have virtually every enemy fight to the death even though it makes zero sense.
B) Playing every last second of every combat, no matter tedious, because they might eke out a few HP more damage on the PCs and thus get that sweet sweet attrition which is immediately nullified by a Long Rest lol.
Imho those DMs suck (if the shoe fits!) and should be forced into going back to DMing school, but like, that's just my opinion man.
I gotta be honest - I don't think subsystems are really ever the solution here. I don't think I've seen clocks, timers, contests and so on improve combat if they're MECHANICAL. Now if they're merely conceptual and most role-played out, sure, like having other goals that wiping the board is great. But I feel like when you make them mechanical, you very often just get into pretty boring and overly-systematized territory again.And what are some other games we can lift subsystems from to use in D&D to achieve better results in this regard?