| Post/Author/DateTime | Post |
|---|---|
| #1pdsSep 15, 2010 17:45:36 | Hey, I'm currently in the middle of the Temple Between. The heroes are just getting to the grand cathedral. I've realized recently that the roleplaying encounters and skill challenges have been really exciting and engaging, but combat seems to go on and on forever. Anyone have any tips on how to keep momentum going during combat? |
| #2redbadgerSep 15, 2010 22:16:53 | As our players gained levels we adopted house rules to speed up combat. |
| #3nyteskieSep 16, 2010 9:10:27 | There are any number of threads I've seen with tips on speeding up combat on the forums; and of course today is the day I can't find any of them. In any event, ways to keep the speed up on combat depends heavily on what things are slowing you down. For example, do you have a very large group? Do you have a system for tracking initiative? How often do you or your players forget a power/feat/effect and have to revisit something? Are you looking up rules during combat? No matter what individual issues you are having, though there are general problems with the A few things to try: 1. Egg timer - one of the strictest rules to impose, but having each player's turn on a clock will make sure to encourage people to be ready. 2. Roll to-hit and damage simultaneously. 3. Eliminate damage rolls altogether, and substitute average damage. (Not personally a fan of this either). 4. Decrease monster hitpoints and increase monster damage. (Essentially MM3-ize your encounters). 5. Encourage players to take feats that are less situational and are more a static bonus they don't have to remember i.e., expertise, focus & proficiency feats vs. If x happens, add y damage and z effect. (may be less of an issue depending on how well the player knows the system and his/her character). 6. Discourage metagaming in combat & keep it immersive - I'm surprised by how much more realistic it seems when an attack is actually described, versus when you just call out numbers. 7. End combat when the outcome is inevitable - don't make the PCs whittle down the last guy or chase the final two minions or whatever when there is really no threat left. Just be careful to make sure everyone knows there is no threat left - I've been in situations where the DM thought a win was inevitable but the players were not nearly so sure. Again, I'd encourage you to scan the forums, as there are great ideas I know I am forgetting, but I hope you find a couple of these suggestions useful. Good luck! |