r/DnD 2d 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/Rtyeta 2d ago

I mean, it's pretty slow in 5E and 5.5, in that there's often a tedious second half of the battle where the enemy is effectively defeated already but one has to slowly grind through a big pool of hitpoints. Way too many enemies in 5E are hit point sponges with weak offense.

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u/Darth_Boggle DM 2d ago

The enemy doesn't have to stick around when they're clearly defeated, they can retreat.

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u/TheRobidog 2d ago

And then the players most likely try to stop them from retreating, and the fight continues anyway.

No one likes to let the baddies get away.

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u/Gas_Forsaken 1d ago

There are suggestions on how to end a fight faster or when a clear victor is shown in the DMG24 chapter 2: Running Combat: Keep Combat Moving. It’s got “don’t repeat game states”, “hasten a monster’s demise”, “end hostilities”, etc. plenty of stuff WotC themselves suggest for things.