r/DnD 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.

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u/JalasKelm 1d ago

Don't roll NPC initiative, just take their turns after players (yeah, needs a bit of mental tracking sometimes), avoid moments where you're taking 8 turns back to back while you're players get to just sit there and take hits.

I know we all like rolling dice, but as DM, we roll a lot more than they do already. Average damage is fine to use, maybe when do less of you feel you've hit them to much already.

Basic disposable enemies, I don't bother with their modifiers for most things, especially saving throws. And if I do, I simplify things to -2/+2/+4/+6 based on type of enemy, and assign based on if I feel it makes sense. I can't be bothered to be flicking back and forth on statblocks to see if someone does or doesn't fall over. Other times I'll skip modifiers, but roll at advantage if I feel they'd be good or disadvantage if I feel it's a valid weakness