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@BobWorldBuilder
3 жыл бұрын
I generally tell em who’s on deck every turn or every other turn. The countdown has worked for me in the past, and I love the idea of just letting them hold off until after the next player instead of losing it!
@OneNationRestorations
3 жыл бұрын
The countdown makes complete sense. If you hesitate in a fight, you're going to get hit. A roll of the die at "3" determines if the enemy reacts to their hesitation.
@TheDungeonCoach
3 жыл бұрын
Exactly!! Gotta be on your toes!
@scatterbug
3 жыл бұрын
My group had a good sized white board we'd use to keep track of initiative, AC, conditions, etc. stood up at one end of the table (opposite the DM) for all to see. Player closest to it had the honor of writing everything down and keeping it updated. And we STILL had those moments of "ok, whose turn is it now?" *everyone squints at whiteboard* :D
@jeishua
3 жыл бұрын
for ac, my group always says, that someone barely hits, if they hit the exact armor class. this has no game play effect, but sound better in game, rather than saying their exact armor class, at least in my opinion.
@edwinharbauer2260
3 жыл бұрын
We treat a tie to armor class as dealing half damage and flavor it accordingly :)
@captaincosmodrome
3 жыл бұрын
I always give the on deck on turn change. "A, you are up. B, you are next.". For the count down, if they seem indecisive, we use one of those little 1-minute timers from board games. If time runs out, they hold their action. In PF, if you hold your action it changes your initiative to when you act. Just the act of turning the hourglass over often makes them choose an action.
@stefanpodell1306
3 жыл бұрын
I like Matt Colville's "monster wrangler" idea too. For minions, especially, just tell a player what the general strategy is for that block of monsters and let them decide what they're doing. As DM, you can still roll the attacks if you like, but it keeps you in the referee role, and of course you can override the player if you need.
@TheDungeonCoach
3 жыл бұрын
Maybe I’m too much for a control freak LOL but I tried that didn’t like it myself, but I could definitely see how useful it was 👍🏼
@CreedDante
3 жыл бұрын
For sure I'm using the countdown and to give my players tasks to do in combat, makes total sense. One of my players like to draw "phallic" stuff on roll 20 all the time, if I give him the task to draw spell area effects he my get too busy for those drawings hehehe
@TheDungeonCoach
3 жыл бұрын
What a GREAT correction from phallic to spells lol! Great call!
@CJ_esc.artist
3 жыл бұрын
Great tips!! I totally call out to the players with their character names! When it’s their turn next I say “_______, on deck!”
@TheDungeonCoach
3 жыл бұрын
I do the same thing in track and field when I run off the events. Organization keeps things smooth!
@CJ_esc.artist
3 жыл бұрын
@@TheDungeonCoach being a D&D guy from the 80s you make D&D to play with all of your support, tips, encouragement and enthusiasm fun to play again!!!
@stefanpodell1306
3 жыл бұрын
I’ve always wanted to have a timer that doesn’t feel bad. Dynamically paced countdown? Yes please!!!!
@schylerfontenot7358
3 жыл бұрын
Yeah the way he handles countdowns is def better than the regular timer. I’ve tried just a regular timer and players only got frustrated so I quickly stopped... I may use his version though
@TheDungeonCoach
3 жыл бұрын
Thanks my dude!
@TaberIV
3 жыл бұрын
@@TheDungeonCoach so simple but I never thought of it. Should have thought back to elementary school lol
@stefanpodell1306
3 жыл бұрын
I like rolling to hit and damage together, but I see your point about savoring those moments. What I do on the "meta" thing you brought up is that if it was a high damage roll on a miss, then sometimes that damage goes to some bit of the environment (knocking over a barrel, cutting through some curtains, etc). In a recent adventure, the amount of damage they did to the environment itself (walls, floor, ceiling) actually mattered!
@dragonxswords114
3 жыл бұрын
This might just be me, but ive noticed a lot of hesitation happens right after creature movement. Because a lot of the time it messes up their plans. But when the creatures are grouped in the inititive things go faster.
@TheDungeonCoach
3 жыл бұрын
This is a great point! I totally agree, but I’ve never thought of that being the reason but again I totally agree that that could be the cause and effect!!
@ixelhaine
3 жыл бұрын
One thing I'll do is designate a short time at the top of every round for the team to discuss a general plan before each player takes their individual turn. It seems counterproductive to add an extra step, but it does help keep people focused, giving them 2 times a round to have input.
@dondumitru7093
3 жыл бұрын
I also give players a chance to discuss strategy at the top of every round. I know that some people probably feel that doing so "breaks roleplaying character immersion", but ... it's a game and is supposed to be fun not frustrating, and the characters live and train and fight with each other so the characters should be good at coming up with team strategy and how do you effect that other than by letting the players talk? I also find that once we are into the per-character action part of the round, it goes pretty quick because people have a good idea of how they are going to contribute to the plan for that round. Most of the time the discussion is pretty quick, typically something like "We really need to focus fire on this particular target, and these two characters should move back a square to try to tighten the front line." And the pre-round discussion phase gives me a chance to watch for any players who are trying to say something are are getting interrupted and drowned-out, and then explicitly ask them if they want to add anything. It's an inclusion thing. And one more benefit: I hear the strategy at the start of the round, so (assuming the players follow thru) it gives me a few moments of additional time to think about how the enemy is likely to respond. Not to cheat and thwart the players, but to be true to that particular enemy's abilities and motivations.
@Zombu47
3 жыл бұрын
Something I started doing aside from tip #1 is I use the average damage for most monster attacks. But for things like dragon's breath, I still roll. I also don't use all the HP for enemies. If a player comes up 1-3 damage short of killing a baddie, it's dead. And I'll try to throw in something descriptive for why it didn't have as much HP as the other creatures without being so straightforward about it. I.E. "As you strike at the gnoll you notice is wheezing from Robin's arrow lodged in its ribcage probably puncturing a lung and it goes down, no longer able to fight."
@Zombu47
3 жыл бұрын
Important side notes: I only use that last rule when it feels right. And that's going to vary from group to group and encounter to encounter.
@RyuuKageDesu
3 жыл бұрын
I've used the simultaneous rolling for a while, along with simultaneous initiative, for a while, and it works out great. It allows me to narrate the connected details more easily. And, it helps to instill the chaos of combat.
@eliericksson.8950
3 жыл бұрын
I find you through the DM Lairs co-op thing, watched a few of your videos and now am a big fan. Keep up the good work! :)
@TalkativeHands
3 жыл бұрын
I tried the 1 minute combat talk at the top of the round. It works. I dont have my players side talking during combat and they all get on the same page. It also works storywise cause I run an 'epic heros' story and they been travelimg with each other so they know how their team acts. The assigned roles is also good. At my table I have a rule keeper who I can call on for help on a spell or condition that way I dont lose focus on everything else. Also during a oneshot I was the battle master, I kept track of combat, for a new DM. He told his story and I told him when the monster was hit or killed.
@MrOreo123
3 жыл бұрын
What I'm doing in my current game that only slightly speeds up combat, but definitely keeps players engaged is XCOM-style group initiative: not only does one entire side go, then the other, but players can go in any order on their turn and even mix their actions, bonus actions, and movement in any order amongst themselves (so long as individually, they don't exceed what they're normally allowed).
@wizkid915
3 жыл бұрын
For #5 - I’ll always let my players roll to hit and roll damage separately, but behind the screen I’ll roll to hits and damage at once and just color code each enemy. If I have five archers all attack on one initiative, I’ll throw five d20s and five d6s so I can quickly say “okay these three hit, you take eight piercing and you take four” and on to the next person in the initiative order.
@Ragenarok
3 жыл бұрын
The tip you talk about at the 13:20. You mentioned it felt rushed and could become a problem with multi attack or whatever. Easy fix. (This works for spells too) Colour code your attacks with the dice you use. Example and context: Please bare in mind this is the most complicated way I could think to make this. This is multiple attacks with multiple types of damage to juggle. It's not likely you'll be facing situations this complicated every turn of combat. A warlock has hexed a monster in a previous turn. and that monster has stayed alive for a round around the table. It's the warlock's turn again. They cast scorching ray (three beams, each making their own attack roll, on a hit, each beam will deal 2d6 damage. I grab 3d20 (one blue, 1 green, 1 red) and 6d6 (2 blue, 2 green, 2 red). I roll that fistful of dice, determine how many beams are hitting and for how much damage. Then I personally roll xd6 where x is the number of beams hitting for hex. This is the necrotic damage added to be added to the total. I don't have the largest dice collection. And I''m kinda anti dice goblin. To me, there has to be a practical reason for owning the dice i do or spending the money I would. But is someone had a darker green, a darker blue and a darker red set, then the darker coloured dice (while still being in that colour) could represent the hex damage (which is a different damage type) in that beam. Or maybe you have a collection of dice that display a printed number and other dice where you need to count the dots. Or maybe you have dice that are identical in colour, but the numbering is different colours. However you identify them as different would make them work. So long as it makes sense to you and to your table. I know this was an incredibly convoluted explaination to READ but if it was spoken or even shown, it'd make a lot more sense how much more quickly and easily this makes things flow. The fact I can resolve a complicated spell like scorching ray in a quick flow of time inspires others at the table to not congest turn order and as a result, people are far less likely to pull out their phone in the downtime between turns and it keeps everything else engaging
@Dalipsingh111111
3 жыл бұрын
It probably wasnt mentioned, because its so obvious, but another method is giving your players these Cards where their spells and Special Skills are written up. Its really cool and makes things a lot easier.
@TheDungeonCoach
3 жыл бұрын
Oooo I have that tip in an upcomming Player tips video! for sure!
@dondumitru7093
3 жыл бұрын
The second time a player breaks out some particular spell or ability and still can't describe it well, I tell them "Look, I expect you to be the expert on how your ability works, so please go read it carefully so you can quickly walk us thru it whenever you use it." I expect them to immediately know the range, area, save DC, damage or other effect, etc.
@morgrimstrider82
3 жыл бұрын
If a player is struggling, I'd personally ask if another player lower in initiative is ready to go, then their character can use their reaction to cause the characters turns to switch in the initiative order for the round. Allowing the struggling player to be covered by the other and be given more time. It gives the battlefield a flow and a sense of realism. "The wizard quickly notices that fighting is about to occur, but is fumbling through their spellbook. Luckily, the ranger has already notched an arrow and fires towards the closest bandit".
@peterrasmussen4428
3 жыл бұрын
Make combats more fun, not faster. Put RP in your combats. Make sure the situation changes from round to round etc.
@TheDungeonCoach
3 жыл бұрын
Oh for sure! If everybody’s having fun then there’s no way it’s got to feel slow!
@SheenaTigerspielt
3 жыл бұрын
I love to roll Attack and Damage at the same time but there are limits. Only 1 Attack at a time, not rolling 2 or more if the character has more than 1, simply to avoid confusion and there might be critical hits or misses with consequences. And, it should not be to many dice either. It's fun to see a rogue doing their sneak attack but searching the die for the hit among the rest ... It's not an easy thing and it depends on the style at the table but for all physical tables I am at, rolling (usually) the 2 or 3 dice at once speeds things up. And speaking of the dice and speeding things up, I like to have my stuff organized. If none of my skills or attacks needs a D10, I will not have a D10 right next to my character sheet. Does a weapon or skill/attack-combination deal 2D6+1D8+1D12 but nothing else deals more than 1D# then I have 1D20, 1D12, 1D8 and 2D6 at my side, not more, not less. There is no need to empty my bag'o'dice unless a skill actually needs all of them. That means my low-level-characters have very few dice at their side and most higher level characters have their distinct equipment leaving me seldom with more than 3 type of dice, already including the D20.
@gabrielseller6434
3 жыл бұрын
If a player has not acted at the end of the countdown they can be forced to take the Dodge action. It’s on the harsher side but not as bad as skipping the turn entirely. I believe The DM Lair has recommended this
@Kaiseraihn
3 жыл бұрын
Just in time for me to be back in the DM seat today. Let’s freaking go, I’m so pumped! Much love DC! 🙇
@jshud3
3 жыл бұрын
What I'm going to do at the start of combat is have 1 min tactics talk... players talk tactics and declare their actions... then we roll initiative. Players must go with their declared actions during the 1 min tactics/declaration step. Then start of next round, 1 min tactics and then declare their actions again. Players have to come up with their actions simultaneously at the top of each round and stick with what they came up with at the top of each round. This way players can be looking up specifics/game mechanics about their declared actions or spells when it's not their turn.
@TheShoo
3 жыл бұрын
I really like that "give your players some responsibility" idea. I have been using it for a while now for smaller things. Or rather players have volunteered for these stuff. But have been considering adding the damage tracking bit to the list. But not a whole lot of responsibilities are shareable over Roll20, unfortunately.
@martinholden6214
3 жыл бұрын
Great tips, slow drawn out combat can ruin a session. I do some of these already but I'll deffo adopt a few more of these ideas. 👍
@Gargs454
3 жыл бұрын
Excellent tips! Personally, I like rolling damage and to hit together, but as with everything, every table will be different.
@TheDungeonCoach
3 жыл бұрын
And I can totally see how that would be efficient for some roofs! So try not to shoot it down too hard lol 😆
@Gargs454
3 жыл бұрын
@@TheDungeonCoach absolutely. Every table is different of course, so what works for one table doesn't necessarily work for another. The most important thing is that everyone at the table has fun. As long as they are, then you are doing it right!
@przemysawjozwiak144
3 жыл бұрын
Great tips! I think about to connect some of it into one move and when the charakter is call out but hesitate then his turn drop one until he knew what to do or round is over
@LordOz3
3 жыл бұрын
I'm open to giving them a minute to talk if they are initiating the encounter, but if they're surprised, then no strategizing. Also, if they start chatting is when I'm most likely to invoke a countdown - I rarely need it, but if I have to count it's probably because they are trying to fight by committee rather than one player stumped.
@schylerfontenot7358
3 жыл бұрын
Thanks for the great video Coach! That first tip is really great and I’m going to use it in my games, now! Helps players know when they need to start thinking, as I’ve noticed in my games that they can sometimes just be caught off guard
@TheDungeonCoach
3 жыл бұрын
Oh for sure! I want to start off with my favorite tip to make sure everybody got it because it’s been a game changer for me for sure!
@gstaff1234
3 жыл бұрын
Like the heads up with the Character name. On occasion I agree that there needs to be a “Get off the Pot” moment Also glad you got this in before Mother’s Day
@TheDungeonCoach
3 жыл бұрын
hahahah "get off the pot" I love it!
@TedSroka
3 жыл бұрын
Great video coach! One option I like to give is to roll multiple attack dice at once. So if a monk decided to use their furry of blows, I’d let them roll both d20s at the same time.
@TheDungeonCoach
3 жыл бұрын
I have that tip comming in the monster tips I think, definitely could have been put here though! Good point!
@BLynn
3 жыл бұрын
I talked to my players about changing their position at the table when "initiative" is rolled so we could just go clockwise around the table, it got shot down. The DM who started the game I am running would have us roll & the person with the highest roll would go first then we would go in order clockwise around the table, it worked fine but would frustrate the person with the highest initiative modifier because inevitably they would miss top position by one, but the person would be on the other side of the table from them.
@BestgirlJordanfish
3 жыл бұрын
I will say secret tips for DMs is to find new systems or steal elements from other games that have faster combat. D&D is the slowest combat system I've ever played or run, but there are ways to steal and accelerate things. I don't like a countdown because I have a lot of players with high anxiety or lower familiarity with the system's optimization systems (again, solved by playing a less complex game or working with them to make sure they know their options). A character is distinct from the Player and it can feel REALLY bad if there is bleed that way when this is a potential bleed or therapeutic ritual. Have cards written of their Action options and Bonus Action options! Also, multiple attacks slows down the game tremendously. I prefer to just have a player roll their attack and damage dice at once if they attack on their turn and "spend" hits on enemies. Or, use D&D4E/PF2E "At-Wills" they spend more attacks at once to do cooler and bigger things. Same can go for bosses. This goes a similar way for the GM's minions. Roll a bunch of d20s to represent a minion hoard and spend it on hits and let their attacks be a flat amount of damage (i.e, 4 damage per successful die).
@BestgirlJordanfish
3 жыл бұрын
Bonus things I've found helpful as a teacher and neurodivergence coach: Involvement! Narrate big moves that affect multiple people directly or indirectly. Is there a huge laser that blasts someone? You can describe how it moves just past someone else. Or describe how a threat moves just by someone but cosmetically shoves or bumps someone along the way. Have what you need! Just use the d20 and attack die at your table if you're not a caster. If you are a caster, work with the player to make sure you know their spells or they know their spells. D&D overcomplicates spells, so strip away as much as you can and let them express it as long as it is balanced and fun. Make engagement optimal. People like playing optimally. Stolen from the Fate games or Ryuutama, give free interaction, advantage, a new way to tip the scales and context, or bonus damage if it involves your environment in a new way.
@johnathanrhoades7751
3 жыл бұрын
I find it funny that D&D is the slowest combat you have run. It just shows how far a lot of systems have moved away from the D20 system. From a 3/3.5/Pathfinder perspective 5E is nice and snappy 😄 but not so much compared to some other systems.
@parkeroneilbryant
3 жыл бұрын
Really like the idea of the dynamic countdown, make a lotta sense to me
@SaintVoid
3 жыл бұрын
I do the long "5" count down timer. If they still don't decide the player automatically takes the dodge action and ends their turn. Only had to do this once or twice, then becomes an non-issue. ;)
@tedm3081
3 жыл бұрын
I imagine his games as fast paced and stressful, and I really want to play in one
@TheDungeonCoach
3 жыл бұрын
Haha depends on the mood I’m going for... but HELL YEA!! Haha
@drewberrycrunch1417
3 жыл бұрын
For tip #2 I'm going to push their initiative back one spot, then if they still don't know what they're doing when their turn comes around again I'm ruling their character takes the dodge action and that's their turn. If they can't pay attention enough and figure their shit out after the first countdown I'm out of patience by the end of the second.
@Venzynt
3 жыл бұрын
the treant moment is epic omg
@zaq8505
3 жыл бұрын
Coach, you're a genius. Keep up the great work!
@Castheknotted
3 жыл бұрын
I like if you make multiple attacks you roll the "to hits" together but not the damage. With different color dice if different weapons.
@Castheknotted
3 жыл бұрын
Really want to play with dc as the dm cause all these rules are dope
@TheDungeonCoach
3 жыл бұрын
O for sure I talk about this with monster damage 👍🏼👍🏼 great point!
@arturliebl7248
3 жыл бұрын
man you talk so well. Discovered your channel by the Cogent system video, not disappointed at all.
@TheDungeonCoach
3 жыл бұрын
Thank you for that! It’s been a long road since I first started, came a long way 😆
@guamae
3 жыл бұрын
I guess I'm a mean DM, if someone takes too long to decide what they're going to do, they just stand there and take the Dodge Action... I will give them two warnings, the first is a reminder that they only have 6 seconds, the second is a warning that they're just gonna Dodge if they can't make up their mind (and sometimes that declare that they want to Dodge when I remind them of that option).
@5FlyingOstriches
3 жыл бұрын
Thanks for the reminder to give players jobs. Except for one, my players and I are all teachers and staff of a school, so they'll be comfortable doing this.
@fasthandshero85
3 жыл бұрын
I always refer to players by character names, usually If they are taking a bit, I will say you got 10 seconds, my players all know that I time turns though, they usually answer pretty quickly..
@dovahchicken935
3 жыл бұрын
Mostly I dm, but as a player I'm bad at keeping track of what my spells do and take up time in the game, because I flip through the book to find spells
@schylerfontenot7358
3 жыл бұрын
I had that problem too, but now I use the 5e.tools website and just try to quickly look up what I need there by typing in the search bar. Way faster imo than flipping through a book, and it’s helped me a LOT
@dovahchicken935
3 жыл бұрын
@@schylerfontenot7358 thank you
@huh7810
3 жыл бұрын
there is also a spellbook app for ios and android, you can make a custom spellbook per character and just click the spell for a reminder and you are good to go :)
@TheDungeonCoach
3 жыл бұрын
@@schylerfontenot7358 I definitky use an app myself too, or it would take forever!
@draco949
3 жыл бұрын
Be careful: If you roll damage with the attack roll, it can cause some abilities/spells to become more powerful.
@statics128
3 жыл бұрын
Great tips! However I dont mind combat moving slowly. I think the main problem is the flow of combat. Zipperon Disney has a great video on how to make combat flow. You should check it out after watching this one!
@TheDungeonCoach
3 жыл бұрын
That is a great video!! I talk about one of those point in an upcoming video too! I agree!!
@DrAndrewJBlack
3 жыл бұрын
Awesome 😎 tips
@zenovkayos5811
3 жыл бұрын
As u guys r sitting there discussing the next action other enemies show up Till they catch on to what is happening
@izaac05
3 жыл бұрын
Love the video Coach! I try to go by the 'no extra conversations' section, but it is really tough!
@marcopagnini1349
3 жыл бұрын
To speed up combat the best way is to actually make your players wanna flee terrified because a monster had just done 40 damage with a single attack at group level 5
@TheDungeonCoach
3 жыл бұрын
Boom Combat over! Brilliant! I do tak about this in video 5 haha
@samchafin4623
3 жыл бұрын
In regards to players tracking monster health, I think DMs obfuscate things about monsters, like AC or HP mush more than they need to, and for almost no good reason. The players will be able to figure out the AC in a couple hits, and the reveal of how much HP a monster had has never landed for me in an interesting way - not in 30+ years. IMO there is more tension in knowing what you need to roll, or that the beast is almost dead, and putting that die in your hand knowing what your odds are.
@BobWorldBuilder
3 жыл бұрын
Hahah commenting again to stand behind ‘rolling attack and damage together’ NOT being the awesome solution it’s claimed to be
@ecfbem
3 жыл бұрын
if it comes to a players turn and they dont know what to do, then the scene was either not clearly described so they are unsure what actions would be beneficial, or their goal is unclear so they don't know which actions to take to achieve that goal. players shouldn't skip turns
@evanbosco2380
3 жыл бұрын
"Dscrib-tion" 10/10
@TheDungeonCoach
3 жыл бұрын
Hahaha glad you caught that!
@baddiemcbadbad9231
3 жыл бұрын
Could you do something on running businesses? My players have recently murdered a devil magic shop owner in avernus and have claimed the shop as theirs. The rules for business running are a bit mediocre
@davidrinehart7415
3 жыл бұрын
Did you say Rinehart?
@DrAndrewJBlack
3 жыл бұрын
🚀
@bahamutkaiser
3 жыл бұрын
"So you have chosen to dodge?"
@misfit3050
3 жыл бұрын
Audio sounds so weird to me
@TheDungeonCoach
3 жыл бұрын
You know... I think i heard what you are saying too... Ill talk to my editor and see if they did anything different
@misfit3050
3 жыл бұрын
@@TheDungeonCoach It got better later in the video. But the beginning was like echo?
@Gashnaw
3 жыл бұрын
I am gonna get an hour glass. 30 seconds, if they have not eve begun doing anything in that time, (too busy fumbling) I will just skip the turn. This will also make sure they get off the goddamn phone. (If they are in a call, fine. If they are answering a text from their wife, FINE, that is different. But if they are surfing reddit, well, gonna have to punish them) I am generally not out to get my players, but still, show some respect to your DM. I try to make an interesting campaign, I put effort into making a large story and world. I invite you play since we are friends, yet, you seem to be more content on checking your facebook updates. This is not just combat either. If I have to tell someone the same story, that i just explained, i will not be eager to invite even my best friend back.
@crowgoblin
3 жыл бұрын
...Or go play a Powered by the Apocalypse game instead of D&D.
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