BillyBobShorton
2017-02-17, 02:34 PM
So I recently (and unexpectedly) went from DMing a cozy table of 3 players to a large table of 7. The first night I basically ran "beginner level" combats to let everyone settle in and get a feel for their PC's and whatnot.
After the session that was a lot of fun for all, I realized at this pace it will be 2 sessions per "quest" or mission, or crawl-whatever you want to call it with simple encounters taking 3 times longer. So I drew up a system that I hope allows combat to flow faster and avoids the whole waiting ten minutes to go again for each player, while still giving enemies a fair shake.
I'd appreciate any feedback and advice. System works like this.
1.)before the session starts, each player (1 at a time) will roll 3d20 + their dex modifier x3. Then I'll divide it back by 3 to give them the average to reflect their "initiative score" for the night.
--why 3 dice instead of 1? To avoid an entire night hinging on one possible crappy roll. The rogue with a 16 dex doesn't "lose" all night because they rolled a 3 or something. It becomes clearer further down.
2.)At the start of the first encounter, the players will have 3 timed minutes to discuss strategy. What this simulates is the fact that a party of well trained adventures travelleing and fighting together know their abilities and play off eachother more like a prepared delta force than a buncha guys with regular jobs and wives outside the game.
3.)When time is up, the first player goes. When his turn is over, he "passes the ball" to any player he chooses to go next. This continues until all players, including enemies have gone once, concluding the round.
4.)Before the start of each turn, including the first player, I roll a quick d20 and add the highest enemy's dex modifier. If it exceeds the players' "initiative score", the foes go before the player. If it is a tie, they go immediately following that player. If it is lower, there is a reroll on the next player's turn against their initiative score with the same rules in place.
--this still adds an element of uncertainty and chaos to the combat, & allows the monsters a fair shake.
5.)Whenever possible, no player may pass the ball to the same player they already have until they have passed the ball to everyone else at least once.
--I feel this brings a deeper level of attention and immersion, with nobody knowing if they're next, rather than "ok, I went; Facebook for 10 minutes until I go again" while promoting party cohesion. Yes, players should be and were (fpr the lost part) involved in the action, and I'm an entertaining DM, but it's just human nature to get sidetracked in that big of a table and it does happen. But with random ball passing, it forces players to always be ready.
6.) Players will be strongly encouraged to have their moves as ready "as possible, when possible" beforehand, and told to roll attack and/or dmg die all at once on their turn. If they hit, or I fail a save, it's all rolled already. If they miss, so be it.
7.)During the session-every combat encounter will begin with a different player, in descending order of initiative scores.
This pretty much sums it up. Rolling initiative each round takes a little time, sorting out order and whatnot. And players are going to discuss strategy no matter what. This bypasses a lot of that. And when rolling to hit, then dmg, then modifiers, sneak att dice, etc., it's eliminating roughly 30 seconds per turn. 3.5 minutes a round. Moreson depending on the amount and type of monsters. So call that 5 minutes a round. In a 6 round encounter, it's saving roughly a half hour of playtime. It keeps everyone focused and ready, nobody gets stuck waiting the same amount of time between turns, and the "slow guy" isn't always last every single fight.
Please let me know your thoughts/suggestions/criticisms; good, bad, or otherwise. Thanks.
After the session that was a lot of fun for all, I realized at this pace it will be 2 sessions per "quest" or mission, or crawl-whatever you want to call it with simple encounters taking 3 times longer. So I drew up a system that I hope allows combat to flow faster and avoids the whole waiting ten minutes to go again for each player, while still giving enemies a fair shake.
I'd appreciate any feedback and advice. System works like this.
1.)before the session starts, each player (1 at a time) will roll 3d20 + their dex modifier x3. Then I'll divide it back by 3 to give them the average to reflect their "initiative score" for the night.
--why 3 dice instead of 1? To avoid an entire night hinging on one possible crappy roll. The rogue with a 16 dex doesn't "lose" all night because they rolled a 3 or something. It becomes clearer further down.
2.)At the start of the first encounter, the players will have 3 timed minutes to discuss strategy. What this simulates is the fact that a party of well trained adventures travelleing and fighting together know their abilities and play off eachother more like a prepared delta force than a buncha guys with regular jobs and wives outside the game.
3.)When time is up, the first player goes. When his turn is over, he "passes the ball" to any player he chooses to go next. This continues until all players, including enemies have gone once, concluding the round.
4.)Before the start of each turn, including the first player, I roll a quick d20 and add the highest enemy's dex modifier. If it exceeds the players' "initiative score", the foes go before the player. If it is a tie, they go immediately following that player. If it is lower, there is a reroll on the next player's turn against their initiative score with the same rules in place.
--this still adds an element of uncertainty and chaos to the combat, & allows the monsters a fair shake.
5.)Whenever possible, no player may pass the ball to the same player they already have until they have passed the ball to everyone else at least once.
--I feel this brings a deeper level of attention and immersion, with nobody knowing if they're next, rather than "ok, I went; Facebook for 10 minutes until I go again" while promoting party cohesion. Yes, players should be and were (fpr the lost part) involved in the action, and I'm an entertaining DM, but it's just human nature to get sidetracked in that big of a table and it does happen. But with random ball passing, it forces players to always be ready.
6.) Players will be strongly encouraged to have their moves as ready "as possible, when possible" beforehand, and told to roll attack and/or dmg die all at once on their turn. If they hit, or I fail a save, it's all rolled already. If they miss, so be it.
7.)During the session-every combat encounter will begin with a different player, in descending order of initiative scores.
This pretty much sums it up. Rolling initiative each round takes a little time, sorting out order and whatnot. And players are going to discuss strategy no matter what. This bypasses a lot of that. And when rolling to hit, then dmg, then modifiers, sneak att dice, etc., it's eliminating roughly 30 seconds per turn. 3.5 minutes a round. Moreson depending on the amount and type of monsters. So call that 5 minutes a round. In a 6 round encounter, it's saving roughly a half hour of playtime. It keeps everyone focused and ready, nobody gets stuck waiting the same amount of time between turns, and the "slow guy" isn't always last every single fight.
Please let me know your thoughts/suggestions/criticisms; good, bad, or otherwise. Thanks.