I wrote v.1 more than 9 months ago and it’s about time I continue with this topic. Here’s a brief summary of what was discussed:
- Combat in RPGs, which is supposed to be a time of high tension and excitment, can often be drawn out, boring and/or understimulating.
- Everybody has a different idea of fun. Therefore, in any RP group, it is quite improbable to maintain maximum fun levels for all participants for the entire session, let alone one combat encounter.
- Groups should then rather aim to maintain a satisfactory average level of fun for all participants. I argued that this level can be maintained by keeping everybody ‘in the game’, as it were.
- And, perhaps not made clear in the main post, but coming out in the comments: it’s up to both GMs and players to make the game fun.
- Also coming out in the comments: participants knowing the rules of the game and not cheating are somewhat integral to a group having fun.
This topic (making combat more fun and/or faster) is quite a popular one (especially after the PHB2 Game Day fallout). Hopefully, though, I can still add something new. I ended the last post by stating that aiming to keep your players actively involved in the game (especially during another player’s turn) may help maintain the fun. Well, how do we do this? Today, I’m going to discuss and focus on one of the methods I’ve tried using.To be honest, I haven’t had much success yet (I think I’ve been too subtle in introducing my idea to my players), however, I think the idea still has merit and warrants further investigation. The basic premise revolves around rewarding and promoting combat actions that involves more than just one player character and the antagonists.
The simplest example involves the (underused) Dungeons and Dragons aid another action. When you use the aid another action to add +2 to an ally’s next attack roll, you have essentially made an investment in your ally’s roll and will thus naturally show more interest in your ally’s actions (as you are now using a different measure to gauge the worth of your own actions). There are, of coures, many different tactics your players (or NPC antagonists) may employ, including even this:
By introducing such a concept to your players, this should allow you to introduce more exotic combats while hopefully minimizing risking complaints of nerfing certain characters (3.x rogues vs undead and constructs, for example).
In the near future:
- More ideas on keeping combat fun
- Teaching other players through play (as either GM or fellow player)
- jatori




