These are all super cool. I like the idea of doing the one v one initiative rolls. Would like some dice advice on how to incorporate roleplay into combat more (I have only been a dm or for a few months, keep that in mind). I have two players that are really into combat and built their characters around it (so I have to end up giving my bigger enemies 100 more hitpoints than they had on the sheet), and four others who are either against it or don't mind it (Yes, that's six players, initiative is VERY slow). Not to mention the npc companion that they are traveling with and the enemy/s that I have to keep track of with my attention span of a four year old. But yeah, how would I incorporate dialogue/ roleplay when I'm a wee baby of a dm? :'D
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"Speaking of setting this forest on fire, it's your turn" - My favorite DM
Part of the way to think about this is to consider what makes cinematic combat interesting. It's usually not just two people slugging it out in a blank room, right? Some frequent easy things to add:
* Terrain hazards - spiked pit traps that are obvious, trigger plates that cause arrows to fire, molten lava, stalagmites, and large differences in elevation make positioning more important create ways for players to take advantage of their abilities to dangerous effect.
* Combat can be sped up by just doing initiative in seating order. Everyone rolls a d6 at start of combat. Whoever got the highest (after adding in modifiers to Initative) is the one that starts each round off for that combat scene.
* Change the stakes: Give the PCs people or stuff they need to protect, move, or figure out in the middle of combat that isn't just their enemies.
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These are all super cool. I like the idea of doing the one v one initiative rolls. Would like some dice advice on how to incorporate roleplay into combat more (I have only been a dm or for a few months, keep that in mind). I have two players that are really into combat and built their characters around it (so I have to end up giving my bigger enemies 100 more hitpoints than they had on the sheet), and four others who are either against it or don't mind it (Yes, that's six players, initiative is VERY slow). Not to mention the npc companion that they are traveling with and the enemy/s that I have to keep track of with my attention span of a four year old. But yeah, how would I incorporate dialogue/ roleplay when I'm a wee baby of a dm? :'D
"Speaking of setting this forest on fire, it's your turn" - My favorite DM
Part of the way to think about this is to consider what makes cinematic combat interesting. It's usually not just two people slugging it out in a blank room, right? Some frequent easy things to add:
* Terrain hazards - spiked pit traps that are obvious, trigger plates that cause arrows to fire, molten lava, stalagmites, and large differences in elevation make positioning more important create ways for players to take advantage of their abilities to dangerous effect.
* Combat can be sped up by just doing initiative in seating order. Everyone rolls a d6 at start of combat. Whoever got the highest (after adding in modifiers to Initative) is the one that starts each round off for that combat scene.
* Change the stakes: Give the PCs people or stuff they need to protect, move, or figure out in the middle of combat that isn't just their enemies.