Category Archives: combat

Faster Combat Review

One of the biggest–and to me, more legitimate–criticisms about Dungeons & Dragons is the length of combat. I remember how, back in 3rd Edition, combat was often resolved pretty quickly, allowing us to plow through a good chunk of dungeon in a given sitting.

When 4th Edition came out, though we were excited by all the options and changes, we saw immediately that combat could drag, especially if monsters took reduced damage or could heal. The kobold ambush at the start of Keep on the Shadowfell? That could eat up 30-60 minutes of game time, and that is just for kobolds.

Faster Combat is just over 260 pages of advice and methods on how to speed up combat in your game. Some of it are things that you probably already know, like pre-rolled initiative charts, average damage results (which is featured in D&D Next‘s monsters), and reducing monster hit points by 25% or more, but there is a lot of other stuff in here, like noting how long individual players take (along with a variety of ways to establish a time limit, as well as a reward system), ways to identify character strengths and weaknesses (along with ways to challenge or pander to them), and combat terrain to use/not-use.

Even better is that is is not just about combat efficiency; there are sections on how to design more exciting encounters (along with a list of 20 random and fantastic encounter locations), run “cannon fodder” and boss monsters, 50 monster quirks, numerous linked resources relating to whatever it is you are learning about, and more.

It is, in a word, extensive, which is good because even if a DM is not willing to invest much time in an attempt to resolve any of the issues mentioned (which not every group suffers from, or even identifies as such), there are still other things that he or she might find useful, like the aforementioned random encounter and quirks, and encounter building advice.

The ebook runs $20, but whether or not it is worth it depends on what kind of games you play (it is intended for Dungeons & Dragons and D&D-related games), and if you have any issues with running combat and/or building encounters. If so I think it is worth the buy, though even experienced DMs might learn a thing or two. You can preview the book’s mind map, but this is where I think a few preview sections would help gamers on the fence.

Rule of Three: Tactical Combat, Maneuvers, and Vancian Magic

While two out of three is normally a pretty good ratio of success, the part that I did not like was the one that mattered the most to me:

Despite owning Players Option: Combat & Tactics for many years, I never used the rules on facing. Actually I never used most of the rules, though if I did facing would be a pretty low priority. It makes me think of combat in Final Fantasy Tactics, where you took turns with enemies running around each other like some kind of reverse-prison-rules-murder-dance. I like that the rules packages are presented more  “cafeteria style” as opposed to bundles; your group can decide to give tactical combat a whirl, but strip out things like facing. If you are feeling particularly perverse, you can instead just use facing.

Maneuvers sound a lot like a transition spot between 3rd and 4th Edition: there is a base group of things that anyone can try to do, like grab, trip, pushing, etc, in addition to options that anyone can pick up that let them do those things plus an attack (the example cited being tide of iron). People have voiced criticism in how the fighter can avoid sucking in games without feats (or when compared to classes that get their toys and more), but I guess somewhere Mearls specifically mentioned that fighters will get things besides maneuvers. I am curious as to how flexible maneuvers will actually be; will most anyone be able to buy and use them, or will the end up being trap-like options?

So far so good, but then we get to…vancian magic. Again with the pseudo-Vancian magic.

The last time I voiced my opinion of this, someone posted a link with a decent explanation of actual Vancian magic from one of the Dying Earth books (I assume). While I liked what I read, Dungeons & Dragons does not convey that kind of flavor. Rather than making them seem like living entities with a hard limit that wizards can retain (like, four), it just kind of glosses over it and sums things up magic as a fire-and-forget per-day resource (oh, and depending on what edition wizards cannot wear armor for some reason…unless they can). I guess it is a difference of how Yoda explained the force in Episode V and how it was chalked up as micro-organisms in Episode I.

Currently the wizard sounds like it is set to pseudo-Vance, though I am hoping that the final result has wizards that have better explained mechanics (ideally with no more spell levels), or a variant magic system to satisfy those with different cravings.