How to speed up combat How to make combat faster
https://www.youtube.com/watch?v=9xpaJgZ5CBY
Speed up combat when it feels slow, if it doesn't feel slow/boring then keep it going.
- Incorporate more roleplaying into combat to make it feel less slow (describing what's going on... use your words)
Combat isn't just rolling dice and doing math.. I rolled a 12, does it hit? Nope... Next person. (boring!)
Have enemies talk to the party -- taunt them, whatever
- Players need to decide what to do quickly when it's their turn
Give them time but there's plenty of time during other players turns to figure out what you want to do.
Use an hourglass (30 seconds) to figure out someone's turn...
If players are too slow, skip then their or delay it -- force a dodge
- Do not allow a group discussion at the the start of every player's turn
For the most part, players should limit talking to their turn only. Maybe allow them to ask 1-2 questions to players. Don't restrict tactics too much but don't allow group discussions to tank combat
Discuss tactics at the top of each round...
- Track hit points with tick points in multiples of 10
If a player hits for 8, round up to 10; if they hit for 2, don't use a tick mark. It will even out in the end (on average) -- not every creature in combat has the same amount of hit points.
- Players should learn how their characters work
The dungeon master (DM) should be familiar with how the characters and monsters work, too. Take some effort to know what you're players are capable of doing (they might need the help sometimes, too).
- Let players see the initiatve order so players can plan for their turn
Use an initiative tracker.
Don't hide the initiative order. Maybe let the player know who's on deck.
- Use spellcasters less as a DM and plan spells in advance
Plan out the first three turns for casters
- Speed up the dice
Have the dice available (don't roll one dice at a time, don't borrow dice)
For the DM, use average damage (maybe?)... the game changes a little bit that way, it's a little less interesting but if combat needs to speed up, use average dice.
- When the outcome is decided, resolve the combat narratively
Once the encounter is deterministic, roleplay the end of the encounter instead of grinding out the rest. Ask the players to describe what they do.
- Fewer Combatants Means Faster Combat
Limit the number of summons, pets, etc.
- Lower the hit points, increase the damage of enemies
This doesn't change the challenge rating (CR) much, if at all.
Adding hit points slows down combat without making it more challenging, it only slows down the game -- you didn't add stakes by increasing hit points (you're just making it more costly for the player's resources, at best)
- Make sure the players are paying attention so you don't repeat yourself
If the players aren't paying attention, it might not be their fault -- it might be a sign that your game is slow and boring (it's not always on them). Take some ownership and figure out why this is happening.