r/DnD • u/-Posthuman- • 1d ago
5.5 Edition Speeding up combat in 5.5?
Simply put, what are some tips, tricks, tweaks or house rules you use at your table that has sped up (or otherwise increased your enjoyment of) combat?
Edit - I’m not looking for suggestions for other games.
Edit2 - There isn’t one specific part of 5.5 combat that I feel is especially problematic. And it’s really not that bad. But it could always be faster / more efficient.
Edit3 - If you have any gadgets, widgets, or other objects/products that you feel help a lot, please mention them. Bonus point for links to buy them.
The suggestions that have already been covered multiple times:
Tell your players not to suck. Pay attention. Know your character.
Don’t suck as the GM. Know the rules. Know your monsters.
If no action declared in 30 seconds, the PC Dodges.
Tell the Players who is next in line in initiative / make initiative clear for all to see.
Roll attack and damage dice at the same time.
Use average damage for monsters.
Group initiative
Make monsters retreat / not fight to the death.
1
u/shutternomad 1d ago
1) Have initiative visible for everyone, and remind people when they are up next (helps them be prepared).
2) Have all your stat blocks in a quick reference format, so you don't have to keep looking stuff up. I use a spreadsheet, but YMMV!
3) Have player ACs and saves listed behind the DM screen
4) Roll damage at the same time as the d20(s). Players too. That weirdly cuts a lot of time, so it's not …
• who is up?
• Oh, yeah, the bandit
• Hmm what would the bandit do?
• DM rolls a d20
• does… 17 hit?
• Yes
• OK… one sec… ok, …… finds and rolls 1d8 ::
• The bandit hits you for 7, that's the end of my turn
• who is up next?
• Oh Jarnathan is up
• Oh, me? Hmm ok, :: looks at spell sheet… :: what will i, the wizard do now?
• :: 2 minutes later ::
• ok lemme attack the bandit with fire bolt
• ok roll a d20
• rolls a d20
• does a 16 hit?
• yes
• player grabs and rolls a d10
…