Combat Timeliness

4th Edition, DnD, Gaming, Pen and Paper Add comments
Solo fight
Solo fight
It’s a recurring and oft occurring concern with combat in 4E.  With the increase in hit points and the decrease in ‘huge damage’ growth potential, fights are naturally taking more rounds.  Some argue each round is faster but that’s a personal issue, there are certainly things that can slow down a round and they are numerous.  Players who aren’t familiar with their powers, players who have to ‘do the math’ each and every time they want to use a power, players who’s class or build have very ‘mechanic heavy’ powers, DM’s speed of dealing with all the NPC’s, players who aren’t ready to go on their turn when it comes up.  And of course the basic hit point sink versus damage output issue.

Anyway a random off the top of the head list of things that can speed up play without major detriment to game play.  I’m sure there are other things but these are what I came up with.

The biggest thing is to find the worst offender in terms of time and fix that as best as you can, whether its one player who’s always slow, or the DM is always looking up stats or your battles are simply battles of attrition without any question as to the outcome, find the problem and fix it.

On the player side there are options -

  • Each player should have power cards or a simple spreadsheet outlining their powers in a concise format.  In other words ANYTHING BUT having to look the powers up each time and then figure out what the attack bonus is and then figure out their damage. Â  The spreadsheet format is definitely the fastest option.  A player’s powers can be displayed on a single page with their Attack value, what defense the power attacks, the damage they do with their standard weapon, and a short sentence that outlines any special effects of the attack.
  • Do the math ahead of time for ALL the player’s powers and basic repeating dice rolls.
  • Each player should have a ‘worksheet’ that they can keep track of their surges, hitpoints, second wind usage, action points and death saves.  90% of the information on the character sheet is not needed 95% of the time.
  • Each player who’s not ready on their turn reserves their action and the player is deal with while they figure out what they’re going to do or if they’re not ready then they use an At-will attack on their current or closest target if it’s possible to do so.
  • Use tokens for things like hit points, surges, action points, etc.  A stack of white poker chips and red pokers chips (or nickels and pennies) for health (although this can get messy with high level characters obviously).  When they’re down to the red they’re bloodied.  When they’re out of yellow chips they have no more surges.  Three black chips (failed death saves) and they’re dead.

On the DM side -

  • The DM should have all his material ready and printed out.  He should have cards or sheets that have the monsters he’s going to be using printed out and not be flipping back and forth through the books.
  • He should have a cheat sheet showing the player’s base standard ‘all the time’ defenses so he doesn’t have to keep asking, “Okay the orc rolled a 15 Bob against your AC, did that hit?”
  • Know your material. Plan ahead what tactics the npc’s are going to employ against the party.  Don’t spend 15 minutes figuring out what your bad guys are going to do.  If you don’t have a plan then just have them attack the nearest thing with their biggest damage.
  • Have your mini’s or tokens or whatever you’re using grouped and ready to go.
  • Buy a large sheet of 1″ chart board paper at your local office supply store and pre-draw your maps then whip them out as you need them.  They don’t have to be works of art but they’ll avoid that 5 minutes delay (or worse) while you draw the encounter area which can give players time to get distracted which takes time to get them back into the game.
  • Look up the rules later, make a ruling now and retract it later if you need to. Keep the game flowing.
  • Just say NO to toys.  Phones, laptops, handhelds.  Leave them at the door, incoming phone calls only.  No texting, no surfing, no playing super mario.  I can’t stress that one enough.  It’s just strikes me as disrespectful at worst and a major annoyance and waste of the other players time at best for a player who spends time texting with his friends/girlfriends or playing the latest ‘it’ game on his iphone etc.
  • Reward speedy play don’t penalize slow play.  If a player is ready on their turn when their turn comes up give them a +1 to hit or a +1 on damage roll or a free minor action.

General -

  • Roll your damage dice with your attack, saves you a few seconds each time that adds up over time.
  • The DM should have several different color D20′s and roll them all at the same time, assign each player a color or just always use the same colors in the same order, whatever works for you.  Or go to random.org and generate a 1000 d20 rolls based on solar activity and just mark them off as you use them.
  • 4th edition specific Combat speed ups-
  • Increase all damage on the first damage roll of an attack by 1/2 per level.  (i.e. an AOE has one attack that does normal damage+1/2 level and the rest are normal).
  • Reduce elite and solo hit points by 20% (easier math than 25%) and reduce the xp reward accordingly.
  • Don’t use monsters that stun or reduce their stun to a daze.  It’s so NOT fun to have to sit out a turn because you were stunned.  Or stunned multiple times in an encounter.  This promotes players who aren’t interested in what’s going on which can distract other players and cause more delays.  Not to mention the damage or support value of the player who’s sitting this one out.
  • If a fight is a forgone conclusion then end it quickly via narration and charge the party 1 healing surge per narrated away monster.  (or one for two or whatever seems appropriate).
  • Don’t waste game time on easy fights, just narrate them out and charge the party healing surges as coin of the realm.   In MMOG parlance, don’t waste your time with yard trash.  Unless I’m showing new players the gaming system, all my fights fall on the high end of ‘standard’ in terms of XP budget. Â  You want each fight memorable.  Although some fights can be memorable by their ease, you don’t need to roll it out.
  • Make fights interesting.  Get out of the mindset of older editions and games of “I roll d20 and do damage.  Monster rolls d20 and damage”.  Design the encounters with options, make them ‘action movie’ with chandeliers to swing on, barrels to roll, flaming braziers to tip over. And lead by example, have the npc’s do something other than stand there and swing.

Example Pointless Combat  – “Lara comes back and tells you there are two orcs dicing in the corner of the next room and another nodding off in a chair.  *party decides they’re going to attack and explains their battle tactics* The orcs are taken off guard easily as you flood through the doorway and although they fight fiercely for several moments your able to easily take the gamblers down and the sleeping orc never even woke up from the sword thrust through its throat.  Trask as the one at the front of the charge, you need to use a healing surge to recover the damage.  The fight seems to have gone unoticed thanks to the heavy closed doors leading out of the room although a distant rythmic thudding can be felt near the large iron door to the south.”

That fight although appropriate for the setting in that it made ‘sense’, took only a minute or so depending on how much the players talked about what their characters would do. Â  To play it out would have taken several minutes with the same result barring just silly ass dice rolling.

Unless your group enjoys the ‘fight’ keep pointless fights to a minimum. Â  Your fights should advance your shared storytelling, not just be a way to garner experience and loot.

Miscellaneous -

Speaking of experience, don’t get hung up on it unless your players are pretty much tied to it.  Just decide at what point in your storyline the party should level and level them then. Â  Checkpoint based experience IMO feels better and works better in terms of “Hey Dennis, I know with that last group we’re well over into 6th level and even though we’re in the middle of the session I want to level up my guy.”   But if instead you reward experience by ‘quest’ and not by ‘grinding’ then it becomes less gamist.  A classic quote from my group from way back in the day, “Shit I’m only 5 exp short, okay I lean out the window and use a throwing dagger to kill someone. Â  *DING!*”

If you make experience goal based and not mob based then you can end up with a lot more creative ways to accomplish a goal from your players rather than “they’re like experience atm’s, let’s stay here and let the coffins keep spewing more skeletons out at us, we could level up in this room easy.”

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2 Responses to “Combat Timeliness”

  1. Anonymous Says:

    Thank you for Random.org — that is so cool. I just generated 1000 d20 rolls, and will bring the two pages, printed, to my session next week to see how it goes. I really like a lot about 4e, but slow slow slow combat is really getting to me. I’ve been running short delve-like sessions at a local game store, and every week brings a few people who’ve never played, or are low on the “I get it!” totem pole…it makes we want to bring out my REALLY Evil DM side. I’m also toying with some house rules that, I hope, will both smooth out and speed up play. Here they are:
    * Devastating Critical Hits: Crits do maximum total damage plus additional maximum weapon damage. Example: If the damage of an attack is d8+5 (total modifiers), a critical hit would do 21 points.
    * Scaling Damage: As characters increase in level, the base damage they do will increase as well, somewhat analogous to the even-level skill and to-hit increase. These increases take place at levels 3, 6, 9, 12, 15, 18, 21, 24, 27, and 30. Each increase adds +1 to base damage for all attacks.
    * Fumbles: Roll a 1 during combat and you miss, and must roll again. If another 1 is rolled, you’ve fumbled, which results in something nasty happening to you, your equipment, and/or nearby allies. Sorry.
    * Players will compute maximum damage and half maximum damage for each attack and record them with each attack and power on the character sheet. For example, if an attack has a damage value of d8+5, maximum would be 13, and half would be 6. Damage will not be rolled during combat, but rather will use one of those two values. If an attack hits, it does half damage, or full damage if it beats the target number by at least 5. Thus, there are only a to-hit rolls made—no damage rolls.
    * Action Points: In addition to the standard usage of APs, players made trade in 1 AP for an additional use of an expended encounter power, or 2 APs for an additional use of an expended daily power (this breaks the rule of 1 AP/encounter, but oh well).

    Thoughts?

  2. Dennis Says:

    I can see where you’d have a problem if you’re always getting new players. :( Definitely going to be a factor in the speed of combat. In terms of damage, I’m adding 1/2 level damage to everyone (pc/npc). This reduces the ‘value’ of base weapon damage and as the level’s go up it tends to iron out the minor differences between weapons. In regards to damage rolls, I’d toyed with simply doing average damage on everything but critical hits which work normally but the PC’s like to roll dice so I didn’t do anything with the idea.
    I’m adding in recharge tokens which do something similar to your use of action points but leave the AP alone for their standard uses.

    I’ve never been a big fan of fumbles personally but that’s a personal preference and not a condemnation. They penalize the players more than the NPC’s since the NPC’s rarely last more than a few rounds and have little chance to fumble as a result.

    Essentially though yes we’re both rolling in the same area on all these. :)

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