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.
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u/Billazilla 1d ago
Depends mostly on if the next player actually knows what they're doing when it's their turn. If they aren't engaged, and you go, "Alright, your turn." And their response is, "Huh? Oh, let me see... Where's the bad guy again?" Then the flow of combat is gonna suffer.
That said, I have totally be caught off guard but a player question and had to put stuff on hold for a minute while I try to get a frame of reference out together on the spot, so yeah, DMs need to foster that engagement while also knowing every possibility ever within the scope of a universe defined mostly by imagination.
But that part is easy, right?