CrazyCrab
2016-09-18, 04:38 AM
Hi everyone,
I usually play with a very large group (5-7 players, sometimes more... a meetup with possibly too many members and not enough DMs :smallwink: ) and I will be running a game in two or three months or so. I've been a player for a couple of months now and I tend to note things I want to avoid when running and honestly I began to despise combat with a big group like this. I still like playing the game and the DM's pretty good, but I've just started to try and avoid combat wherever possible, sticking to role-playing and solving problems. It takes between 30 and 40 mins for one round to pass and this isn't even Warhammer. With smaller parties, sure, the combat is fine as it is. It flows quite well, everyone does their thing, enemies do their thing, we move on. With a party like this there are usually 10+ enemies, a bunch of summons, a bunch of henchmen, a bunch of mounts... it just takes forever and once you do your thing, that's it.
It's even worse when someone dies. Yesterday our Bard died in the first round of combat, so he just sat on his phone for 2 or 3 hours. Meh. :smallfrown:
I've been wondering how I can give players more things to do outside their turn and while they cannot act so people stay invested, here is a bunch of random ideas I brainstormed. Yeah, they're untested, I've been hoping that maybe you guys can help me come up with more stuff and give me some feedback.
Bonus Reactions:
Each player character has a pool of 'Bonus Reactions' equal to their proficiency bonus. They regain all their Bonus Reactions when they finish a long or short rest. A player can use a Bonus Reaction whenever its conditions are met, without expending a reaction. All options are available to all player characters from the start.
1. Tactical Re-positioning. When you take damage from an area of effect attack and you fail your saving throw, you can use a Bonus Reaction to move up to half your movement speed away from the source of the area of effect attack.
2. Desperate Retreat. When you are take damage equal to half or more of your maximum hit points from a single source, you can use a Bonus Reaction to immediately move up to half your movement speed away from the source of the damage. This movement does not provoke opportunity attacks.
3. Avalanche. When you reduce a creature to 0 hit points with an Attack action, you can use a Bonus Reaction to make an additional attack against another creature within 5 feet of your initial target, within your attack range. You have disadvantage on this attack roll.
4. Avenge. When an ally other than you is reduced to 0 hit points, you may expend a Bonus Action to gain advantage on all attack rolls against the source of that damage until the end of your next turn.
5. Last Stand. When you take damage, you can use a Bonus Action to gain temporary hit points equal to your level. Your movement speed until the end of your next turn is halved.
Yeah, these do make players more powerful, but I feel like it may be fun to have more stuff to do, especially outside your turn. What do you think?
Maybe enemies could have 1 Bonus Action each, but I feel like this would complicate things too much... maybe only bosses could have them.
I usually play with a very large group (5-7 players, sometimes more... a meetup with possibly too many members and not enough DMs :smallwink: ) and I will be running a game in two or three months or so. I've been a player for a couple of months now and I tend to note things I want to avoid when running and honestly I began to despise combat with a big group like this. I still like playing the game and the DM's pretty good, but I've just started to try and avoid combat wherever possible, sticking to role-playing and solving problems. It takes between 30 and 40 mins for one round to pass and this isn't even Warhammer. With smaller parties, sure, the combat is fine as it is. It flows quite well, everyone does their thing, enemies do their thing, we move on. With a party like this there are usually 10+ enemies, a bunch of summons, a bunch of henchmen, a bunch of mounts... it just takes forever and once you do your thing, that's it.
It's even worse when someone dies. Yesterday our Bard died in the first round of combat, so he just sat on his phone for 2 or 3 hours. Meh. :smallfrown:
I've been wondering how I can give players more things to do outside their turn and while they cannot act so people stay invested, here is a bunch of random ideas I brainstormed. Yeah, they're untested, I've been hoping that maybe you guys can help me come up with more stuff and give me some feedback.
Bonus Reactions:
Each player character has a pool of 'Bonus Reactions' equal to their proficiency bonus. They regain all their Bonus Reactions when they finish a long or short rest. A player can use a Bonus Reaction whenever its conditions are met, without expending a reaction. All options are available to all player characters from the start.
1. Tactical Re-positioning. When you take damage from an area of effect attack and you fail your saving throw, you can use a Bonus Reaction to move up to half your movement speed away from the source of the area of effect attack.
2. Desperate Retreat. When you are take damage equal to half or more of your maximum hit points from a single source, you can use a Bonus Reaction to immediately move up to half your movement speed away from the source of the damage. This movement does not provoke opportunity attacks.
3. Avalanche. When you reduce a creature to 0 hit points with an Attack action, you can use a Bonus Reaction to make an additional attack against another creature within 5 feet of your initial target, within your attack range. You have disadvantage on this attack roll.
4. Avenge. When an ally other than you is reduced to 0 hit points, you may expend a Bonus Action to gain advantage on all attack rolls against the source of that damage until the end of your next turn.
5. Last Stand. When you take damage, you can use a Bonus Action to gain temporary hit points equal to your level. Your movement speed until the end of your next turn is halved.
Yeah, these do make players more powerful, but I feel like it may be fun to have more stuff to do, especially outside your turn. What do you think?
Maybe enemies could have 1 Bonus Action each, but I feel like this would complicate things too much... maybe only bosses could have them.