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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: jhkim on June 19, 2024, 02:30:53 PM

Title: Resolving combat in fewer rounds
Post by: jhkim on June 19, 2024, 02:30:53 PM
I've experienced that there are games where combat can go on for a while.

I remember first encountering this as an older teenager, when in a AD&D1 game, we arranged a one-on-one duel between a PC fighter and an NPC fighter. Both were level 9 or so and had heavy armor, and I realized that we'd be rolling through more than a dozen rounds before one of them dropped. I estimated the odds and did a quick roll-off instead that approximated the result.

Since then, though, I've from time-to-time found that combats were taking too long, and looked for ways to speed them up. In particular, I'm thinking of ways to tweak the game to resolve things in more-or-less the same manner, but in fewer rounds.

In my last D&D 5E campaign, I'd sometimes introduce variant versions of monsters where they did more damage but had fewer hit points. The intent was to get to roughly the same result, but with fewer rounds (and thus fewer dice rolls). I've done similar with my recent Savage Worlds adventure, and I was thinking about making it more systematic.

Anyone else do this?

There are some points to think about when doing this:

1) "Popcorn" monsters who easily go down with one swing become more dangerous. i.e. A creature with 4hp is going down with one blow anyway, so reducing its hp has no effect, while raising its damage does.

2) Resolving in fewer rolls can mean greater variance, since there is less time for the rolls to average out. So it might be better to reduce variance in damage, like 2d6 instead of 1d12 so there is more of a bell curve, or alternately 1d6+3.

3) There are sometimes rules for a lot of damage in one shot, i.e. an enemy has to make a save vs stun if they take more than half their hp in one attack. Depending on the system, these should be adjusted to fit the new balance.

Still, I find that shorter, punchier combats are pretty popular with players. I think broadly, combats feeling too long is more of a problem than combats feeling too short.
Title: Re: Resolving combat in fewer rounds
Post by: Festus on June 19, 2024, 03:31:53 PM
Absolutely.

More monster hit points, higher AC make for longer combats. I also buff damage, nerf hit points to make for shorter combats while still presenting a threat.

In D&D resistances and immunities function exactly like adding hit points. If there are a lot of these, I feel reducing hit points and AC may be even more important.

If I reduce HP and increase damage, I've found it also helps to look at increasing to hit bonuses or number of attacks, or add an area of effect power with a saving throw. If the monster is only going to last 1-3 rounds, I want to make those rounds count. I want to inflict some damage or at least make the PCs roll some saves so they feel like they've achieved something.

I try to add a victory condition other than dropping the monster to zero HP. Get across the bridge and exit the cavern on the other side, and the monster retreats/loses interest. Unless it's a boss fight, I ask myself if slaying the monster needs to be the goal, or if the enemy is just an obstacle to the goal.

Timers - the bridge is on fire and will collapse in d4 rounds. The enemy has reinforcements coming in d6 rounds - if you don't achieve the objective by then, it gets really bad. I try to incentivize the players to take risks, e.g. open themselves to an attack of opportunity in order to reach a location in time. This adds danger, tension, and tactical complexity that exist outside of the monster stat block itself. Wiping out the monster quickly may then become a big victory rather than feeling anticlimactic.

Doesn't always work for me, but a short unsatsifying combat beats an unsatisfying slog any day.
Title: Re: Resolving combat in fewer rounds
Post by: Fheredin on June 19, 2024, 05:38:11 PM
I would actually suggest that combat needs more rounds, not fewer.

The core problem is that feature bloat and a general roster of time-inefficient mechanics are forcing rounds to take longer and longer. Saving throws and multiple actions involving dice per turn are the primary culprits, but too many actions per turn, analysis paralysis, and arithmetic can all contribute, among other things. These are all things which proper game design can address.

However, if you don't have enough rounds, then the entire array of delayed gratification mechanics don't work right. Consider a damaging attack vs a bleed-inducing attack which causes damage over time. Assuming the two are balanced to be roughly comparable, the direct damage attack must cause more damage on the first round, or else it becomes redundant. In actual games, it isn't unusual for these damage over time mechanics to take 3 ticks just to equal the effect of a comparable direct damage attacks.

D&D encounters only average 3-5 rounds. Basically, if you aren't in the mother of all boss fights or your damage over time effect isn't delivered on the first round, it probably is there for flavor more than effect and is basically wasting gameplay time making the rounds take longer as you roll saving throws for damage which has almost zero chance of being relevant.

Hence my conclusion that encounters should have 5-10 rounds in them minimum and that each round should take significantly less time. /Soapbox
Title: Re: Resolving combat in fewer rounds
Post by: weirdguy564 on June 19, 2024, 05:43:38 PM
I switched to games that keep combat simple. 

I even have one game for kids called Amazing Tales that can make combat a single roll. AT treats all dice rolls as a GM dependent narration, and then the GM sets the type of dice roll.  If you want a fight to be detailed, roll each hit.  If you want a hero to fight an NPC quickly, the GM may just have you roll once and winner takes all. 

Still, that's a bit much, so my recommendation is to find a simple system that doesn't use Hit Points as a reward for leveling up.  This turns players and critters into piƱatas that just get worn down.

I prefer games like Palladium Fantasy, Dungeons and Delvers Dice Pool, or classic D6 Star Wars that keeps your hit points in check.  Two or three good hits can end a fight.  That's all you need.  Palladium and D6 in particular are good as you defend yourself with increasing skill instead of just lots of hit points.  A fight between newbies next to a fight between the best warriors there are will be the same duration. 

After all, rolling to beat an opposed roll with both fighters using +2 vs two fighters rolling against each other with +13 are the same 50/50 odds of winning.
Title: Re: Resolving combat in fewer rounds
Post by: Mishihari on June 19, 2024, 05:56:03 PM
If you're looking for shorter combats then maybe the system isn't interesting enough?

Kidding ... but only partly.  Short combats is totally reasonable as a personal preference, but there might be other factors affecting your experience as well.
Title: Re: Resolving combat in fewer rounds
Post by: Ruprecht on June 19, 2024, 07:22:50 PM
Venger had a system (Crimson Escalation?) where the critical hit range expanded each round. I havent used it but that should make combat quicker.
Title: Re: Resolving combat in fewer rounds
Post by: Eric Diaz on June 19, 2024, 09:45:12 PM
More damage, more attacks, and critical hits would work.

(In my game, natural 20 = max damage, so not only combats end faster when you crit but also you avoid one damage roll).

But I haven't seem much problems running my BXish games.

For 5e, using average damage sped up things for me, could work for BX or AD&D too.
Title: Re: Resolving combat in fewer rounds
Post by: jhkim on June 20, 2024, 12:57:19 AM
Quote from: Mishihari on June 19, 2024, 05:56:03 PMIf you're looking for shorter combats then maybe the system isn't interesting enough?

Kidding ... but only partly.  Short combats is totally reasonable as a personal preference, but there might be other factors affecting your experience as well.

If I gave the impression that I don't like combat and I want less of it, I did not intend that.

I like combat in general, but I like it better when something exciting happens every round. In my experience, repetitive rounds of chipping away at hit points are fairly common across many RPGs -- and players have liked it better when the fight is sharper with major new developments every round.


Quote from: Fheredin on June 19, 2024, 05:38:11 PMHowever, if you don't have enough rounds, then the entire array of delayed gratification mechanics don't work right. Consider a damaging attack vs a bleed-inducing attack which causes damage over time. Assuming the two are balanced to be roughly comparable, the direct damage attack must cause more damage on the first round, or else it becomes redundant. In actual games, it isn't unusual for these damage over time mechanics to take 3 ticks just to equal the effect of a comparable direct damage attacks.
Quote from: Fheredin on June 19, 2024, 05:38:11 PMHence my conclusion that encounters should have 5-10 rounds in them minimum and that each round should take significantly less time. /Soapbox

That's a fair point, but continuing damage over time mechanics are uncommon spell effects in D&D5 - and even rarer in many other gamea, like Savage Middle Earth that I'm running currently. I don't think a few spells should be the center for determining how the game is run.

The length of combat should be set for what is the most fun for players in general. Based on how that works, bleed-inducing spells should be adapted to be balanced.

If your group really like combats running more than 5-10 rounds, then you should do that. When I've been running or playing in combats 10 rounds and more, it's usually felt like a slog. If my players enjoy shorter encounters in general, I'm going to run them shorter - and if I have bleed-inducing spells, I'll adjust those to be more balanced for the length of typical combats.
Title: Re: Resolving combat in fewer rounds
Post by: Steven Mitchell on June 20, 2024, 07:45:27 AM
Agree with others that if you want exciting combat that doesn't slog in later rounds, the answer is shorter rounds, not necessarily fewer.  Fewer is good if you want a minimum amount of whiff combined with deadly hits.  It's not merely damage over time effects, but also a chance for players to change tactics during a combat. 

Personally, I want any slowness in individual rounds to get a big payoff.  For example, in my own system, the critical hits are a bit more complicated but they hurt.  So a "slow motion" bit in the scene when a critical hit occurs, even if everyone stops what they are doing to watch, is a net gain. Likewise, I find the advantages of uncertainty in order and the excitement it adds to be worth the trade of rolling initiative every round (though the initiative system is otherwise focused like a laser on fast handling time).

Don't discount the effects of pacing, even in combat.  Not all combats that take N minutes feel the same.  Good pacing can make a 10 minute combat feel fast and a 20 minute combat feel "epic" while bad pacing can make a 5 minute combat feel slow and turn that 10 minute combat into such a slog that everyone loses attention and it takes 20 minutes. 

In other words, there has to be something special about combat occasionally.  Spend your time on bringing that out, and then simplify everything else.  Especially simplify for players.
Title: Re: Resolving combat in fewer rounds
Post by: estar on June 20, 2024, 08:53:45 AM
Quote from: jhkim on June 19, 2024, 02:30:53 PMI've experienced that there are games where combat can go on for a while.
....
Anyone else do this?
When writing my the Majestic Fantasy RPG, a Swords & Wizardry I wrote this tool to get a handle on the numbers

https://www.batintheattic.com/dnd_combat/

I also report the average number of rounds it took to a resolution.

Using this I can play with various numbers to get a starting point for further playtesting.

For example the default values for both combatants (+8 to hit, AC 18, 54 HP  3/2 attack, 1d8 damage) take an average of 13.2 rounds to resolved.

If I double the damage dice it is resolved in 6.6 rounds on average about half.
If I halve the hit points to 27 it resolved in 6.5 rounds slightly better.
If I double the to hit bonus to +16, it resolved in 8.0 rounds better but not as good as the above too.
If I halve hit points, AND double the damage it drops down to 3.3 rounds.

To me that means the focus on speeding up combat for D&D style RPGs should be not on AC or the number needed to hit but rather reducing Hit Points and increasing the amount of damage done each round.

Last I have an option for a basic critical system. Using that  drops the average rounds from the default 13.3 to 12.2.

Also, when you play with it, note the difference between low levels numbers and higher levels. Basically you shouldn't test your modification at low levels. You need to try them out at the mid to high level ranges to see the true impact.

Title: Re: Resolving combat in fewer rounds
Post by: Exploderwizard on June 20, 2024, 09:31:31 AM
You can easily get into a slog when the system features bigger and bigger piles of hit points as levels increase and damage remains relatively flat. Adding more attacks per round just usually makes each round take longer but doesn't generally make things shorter,

GURPS combat is generally resolved in a short number of "rounds" because there are no really big piles of hit points to plow through. Even really skilled fighters can be brought down with a couple good hits or even a single hit.

The issue is that the basic D&D combat machine is built on simple abstraction. It was never built to model exciting blow by blow combat. The main focus of the game and play objectives revolved around exploration and finding treasure. So naturally when that same base combat engine was pressed into service as main game feature it is somewhat lacking for what is wanted-a fast paced blow by blow exciting combat system.

If shorter combats are desired then it generally means increased fragility across the board. You can't really have big piles of hit points relative to average damage and not have combat length increase. This will mean that combats are more deadly all around. If that is the case then frequent combat engagements will result in a much higher rate of PC death. Shorter combat generally means deadlier combat. If the players are good with that then the solution is simple.
Title: Re: Resolving combat in fewer rounds
Post by: Eirikrautha on June 20, 2024, 10:00:13 AM
Quote from: estar on June 20, 2024, 08:53:45 AM
Quote from: jhkim on June 19, 2024, 02:30:53 PMI've experienced that there are games where combat can go on for a while.
....
Anyone else do this?
When writing my the Majestic Fantasy RPG, a Swords & Wizardry I wrote this tool to get a handle on the numbers

https://www.batintheattic.com/dnd_combat/

I also report the average number of rounds it took to a resolution.

Using this I can play with various numbers to get a starting point for further playtesting.

For example the default values for both combatants (+8 to hit, AC 18, 54 HP  3/2 attack, 1d8 damage) take an average of 13.2 rounds to resolved.

If I double the damage dice it is resolved in 6.6 rounds on average about half.
If I halve the hit points to 27 it resolved in 6.5 rounds slightly better.
If I double the to hit bonus to +16, it resolved in 8.0 rounds better but not as good as the above too.
If I halve hit points, AND double the damage it drops down to 3.3 rounds.

To me that means the focus on speeding up combat for D&D style RPGs should be not on AC or the number needed to hit but rather reducing Hit Points and increasing the amount of damage done each round.

Last I have an option for a basic critical system. Using that  drops the average rounds from the default 13.3 to 12.2.

Also, when you play with it, note the difference between low levels numbers and higher levels. Basically you shouldn't test your modification at low levels. You need to try them out at the mid to high level ranges to see the true impact.



Nice tool!  Thanks for that.

One interesting thing I noticed when playing around is that flat damage bonuses have a very large impact as well.  Add +4 to damage (which is the equivalent of almost 1d8 added to damage) and the average number of rounds drops to ~7.3, so almost in half.  So, one other lever is the flat damage bonus (that usually isn't in a B/X or S&W type game) to help speed up combat...
Title: Re: Resolving combat in fewer rounds
Post by: Eirikrautha on June 20, 2024, 10:08:34 AM
Quote from: jhkim on June 20, 2024, 12:57:19 AMThat's a fair point, but continuing damage over time mechanics are uncommon spell effects in D&D5 - and even rarer in many other gamea, like Savage Middle Earth that I'm running currently. I don't think a few spells should be the center for determining how the game is run.

Well, which is the chicken or the egg?  Are damage over time spells rare in the game because of the game conceits, or is their rarity a product of their inefficiencies under the present mechanics?

There are a lot of simple mechanics that are the "center" for how the game is run... that's not an argument; it's a preference.  And opening up different mechanics might make combat feel different, or even better, so mechanics that encourage DOT spells could be a boon.  Faster feeling combat is not predicated on minimizing the number of rounds of combat.  It's predicated on more player interaction with less time where each player is uninvolved.  That can happen via fewer combat rounds, but it can also happen via more, but shorter, rounds.
Title: Re: Resolving combat in fewer rounds
Post by: blackstone on June 20, 2024, 11:12:31 AM
This is one of the most common complaints about 5E: combat takes WAY TO LONG.

When you not only have hp to track, but all the stupid Feats, Skills, special attacks, etc. etc. etc. combat gets way bogged down. Combat becomes less theatrical and more just roll the dice and do math.

Another similar issue was with HM 4e. Now don't get me wrong, I love HM 4e. But after several years of DMing it, combat became a chore for me as the DM. Just like 5E, all the skills, feats, special attacks, crits, fumbles, etc. became a major chore for a DM to track.

So...I told the group next new campaign I do, I'm no longer using HM 4E. I wanted to go back to a system where the overall combat mechanic was simple, but if I wanted to add to it, the system wouldn't bog down.

I'm using Adv Labyrinth Lord for now. IT works for what I need. Crits are treated simply (nat 20: 2 x damage dice. that's it.), No feats, Skills are simply restricted to your class, and everything else not covered is resolved by a 3d6 roll vs your ability score.

Honestly, any OSR game might do the trick. The difference between Adv LL and OSE is minimal for example.

IMO, ditch 5e and go old school.
Title: Re: Resolving combat in fewer rounds
Post by: estar on June 20, 2024, 01:04:19 PM
Quote from: Exploderwizard on June 20, 2024, 09:31:31 AMGURPS combat is generally resolved in a short number of "rounds" because there are no really big piles of hit points to plow through. Even really skilled fighters can be brought down with a couple good hits or even a single hit.
GURPS issue is that defense rolls prolongs combat. Yes there is an option to opposed rolls but the default is for the target to roll defense. Which causes GURPS combat to drag compared to other RPG.

Quote from: Exploderwizard on June 20, 2024, 09:31:31 AMThe issue is that the basic D&D combat machine is built on simple abstraction. It was never built to model exciting blow by blow combat. The main focus of the game and play objectives revolved around exploration and finding treasure. So naturally when that same base combat engine was pressed into service as main game feature it is somewhat lacking for what is wanted-a fast paced blow by blow exciting combat system.
D&D Combat is what it is because it developed out of miniature wargaming. Except in a few instances (Man to Man tables), combat was meant to be resolved as quickly as possible, especially between individual figures. 

It remained abstract because the main focus of early campaigns turned out to be on exploration and finding treasure. But Arneson, Gygax, and others considered blow by blow options like Gygax's Weapons vs. Armor Table in Greyhawk and Arneson's hit location tables in Blackmoor. But they didn't stick or little used because the exploration focus was always paramount.

We have enough documentation these days to see how things developed over time. What was kept and what fell by the wayside.

Quote from: Exploderwizard on June 20, 2024, 09:31:31 AMIf shorter combats are desired then it generally means increased fragility across the board. You can't really have big piles of hit points relative to average damage and not have combat length increase. This will mean that combats are more deadly all around. If that is the case then frequent combat engagements will result in a much higher rate of PC death. Shorter combat generally means deadlier combat. If the players are good with that then the solution is simple.
You have to look at it more holistically than that. I played around with a Fudge*-based system in the mid-2010s and made a combat simulator to juggle specific numbers to establish a baseline. In short, everything matters, and until you game it out across 10,000 outcomes, you can't be sure what role each step plays.

https://www.batintheattic.com/mwrpg/

In my case, the problem was that the 4DF rule had too sharp of a bell curve to make character progression interesting. I could have partially solved it by using d6-d6 but that was several years later.

*I used Fudge because it was the closest thing to GURPS that was open content at the time.
Title: Re: Resolving combat in fewer rounds
Post by: estar on June 20, 2024, 01:41:47 PM
Quote from: blackstone on June 20, 2024, 11:12:31 AMThis is one of the most common complaints about 5E: combat takes WAY TO LONG.
To honest I never got this complaint despite refereeing multiple 5e campaigns including one right now. But then again, advancement in my campaigns rarely goes beyond the low teens (11th to 13th level). Plus I only allow humans to take feats and just the one at the start.

This doesn't mean I am a big 5e fan. I really dislike the 20 level progression as a writer. Plus more than a few elements feel bloated or badly designed like the Warlock class. But my friends ask nicely so I still run 5e campaigns on occasion.

Quote from: blackstone on June 20, 2024, 11:12:31 AMAnother similar issue was with HM 4e. Now don't get me wrong, I love HM 4e. But after several years of DMing it, combat became a chore for me as the DM. Just like 5E, all the skills, feats, special attacks, crits, fumbles, etc. became a major chore for a DM to track.
Yeah, GURPS is in the same situation with me. I still have all the cheat sheets and references handy. But all the work I did with my Majestic Fantasy RPG as resulted in a system that for me works quite well. Plus with the OSR and the older material I have a huge library of stuff to fall back on when I am short on time.

Again because my friend asked nicely and I got inspired two years ago. I ported many of Majestic Fantasy Classes and tweaks to 5e. But I haven't felt the need to publish it although I have no problem sharing it.

https://drive.google.com/drive/folders/1sbLHOZVoep4UPSHt_FCJ17LJdxdqfs2k?usp=sharing
Title: Re: Resolving combat in fewer rounds
Post by: jhkim on June 20, 2024, 02:51:50 PM
Quote from: Steven Mitchell on June 20, 2024, 07:45:27 AMAgree with others that if you want exciting combat that doesn't slog in later rounds, the answer is shorter rounds, not necessarily fewer.  Fewer is good if you want a minimum amount of whiff combined with deadly hits.  It's not merely damage over time effects, but also a chance for players to change tactics during a combat.

(https://www.24a11y.com/wp-content/uploads/why-not-both.jpg)

Seriously. I gave the example of the AD&D1 fighter-on-fighter duel in my original post, which was the earliest time I can recall struggling with this. The rounds were fast to resolve, but even so, it seemed slow overall since it would take over a dozen rounds.

Regarding changing tactics, I think fewer rounds can help make that more visible and feel important. If each round is a major shift in the fight, then it also fits for players to shift tactics each round. I don't think players are generally shifting tactics 5 or more times in a combat.


Quote from: Exploderwizard on June 20, 2024, 09:31:31 AMIf shorter combats are desired then it generally means increased fragility across the board. You can't really have big piles of hit points relative to average damage and not have combat length increase. This will mean that combats are more deadly all around. If that is the case then frequent combat engagements will result in a much higher rate of PC death. Shorter combat generally means deadlier combat. If the players are good with that then the solution is simple.

This doesn't make sense to me as a general rule. Combat is always deadly, and goes until one side or the other is defeated. Resolving in fewer rounds doesn't inherently increase the potential for PC death. If both sides are scaled, then the enemy has the same chance of killing a PC either way.

There might be some system-specific cases where that's the case - like I noted in my original comment on damage variance. But across systems, resolving in fewer rounds might make PC death either easier or harder. For example, if there is bleeding to death by round, then fewer rounds might make it easier to wrap up and get a PC stabilized.
Title: Re: Resolving combat in fewer rounds
Post by: Steven Mitchell on June 20, 2024, 04:21:26 PM
Why not both?  Because in theory, both are helpful.  In empirical practice, making rounds shorter will shorten combat, while having fewer rounds will not--other than possibly by killing or disabling characters faster, and thus getting shorter combats that way. 

Or more accurately, the details all operate at the margins.  If you give every character 1 hit point, no defense, and the ability to do 20 damage 99% of the attacks, you'll have very few rounds, and very short combats.  There's a point where investment in fewer rounds is constraining your system, and then there's a point past that where all the stuff you put in to work around those constraints might even make things slower (depending on particulars).  Whereas, anything that makes for a shorter round is pretty much unmitigated help on speed.  Sure, there are limits, because a shorter round eats into complexity.  So there's a point of diminishing returns, but it's not diminishing returns on speed but the trade off between reducing complexity in general and having options.

Given gross enough example the other way (200 hit points, high defense, 1 damage on 10% of attacks), of course there are some low hanging fruit.  Yeah, 5E would be a better game if hit points stopped scaling at some point and/or damage scaled more.  But that's because 5E messed up this part of the design.  It doesn't follow that you can keep picking once the obvious fruit is gathered.  If you are hitting your thumb with a hammer and want someone to make it stop hurting, the first advice is "stop hitting your thumb with the hammer".  Necessary but not sufficient.

As for the AD&D example, I think you have to consider the data.  AD&D was not prone, in general, to having slow combats because of hit point bloat.  Sure, it happens from time to time, but it was not the normal course of things.  If anything, AD&D slow speed of combat was more about so many monsters having multiple attacks (so as to up damage).
Title: Re: Resolving combat in fewer rounds
Post by: HappyDaze on June 20, 2024, 04:36:40 PM
While it's not particularly popular, the (fairly) new Marvel Multiverse RPG is built with the ability to adjust expected combat length by adjusting certain multipliers. The default settings expect (IIRC) 4-5 turn combats, but it can be adjusted to run from 1-2 turn (basically, first hit wins) to drawn-out running fights of 10+ turns. Other systems can be houseruled to provide similar experiences, but this game built it in. I will say though, that I have not played it yet and can't say if it works as advertised,
Title: Re: Resolving combat in fewer rounds
Post by: jhkim on June 20, 2024, 05:43:28 PM
Quote from: Steven Mitchell on June 20, 2024, 04:21:26 PMWhy not both?  Because in theory, both are helpful.  In empirical practice, making rounds shorter will shorten combat, while having fewer rounds will not--other than possibly by killing or disabling characters faster, and thus getting shorter combats that way.

When you say killing characters here - are you implying player characters? In general, most RPG fights end with the PCs victorious and no PCs killed. Even in fairly lethal games like Call of Cthulhu, we don't have PCs dying every combat.

Among all games (regardless of system), there are shorter combats and longer combats because of the type of enemy being fought. They typically end by the opponents being killed or disabled. Enemies will vary in damage compared to toughness. Some monsters are dangerous without being very tough, say.

There's always a range here - including how long the enemy takes to fight, and how overall threatening they are. Those always vary.

Within the spectrum, I'm talking about ways of leaning towards resolving combats in fewer rounds. I've done this sometimes by choosing which monsters or enemies to fight, and sometimes by creating variant versions of monsters that are faster-resolving, and sometimes by ruling that resolve things faster. I've also considered house rules that lean things towards fewer rounds.
Title: Re: Resolving combat in fewer rounds
Post by: David Johansen on June 20, 2024, 10:23:13 PM
I've long argued that Rolemaster combat is fast because things die in fewer rounds.  Well, okay, things get stunned and die the next round while stunned.  I swear, in my games, the first level mentalist spell Jolts has been responsible for more kills than anything else.
Title: Re: Resolving combat in fewer rounds
Post by: weirdguy564 on June 20, 2024, 11:44:06 PM
Quote from: Ruprecht on June 19, 2024, 07:22:50 PMVenger had a system (Crimson Escalation?) where the critical hit range expanded each round. I havent used it but that should make combat quicker.

This is not a bad idea.  I'm having a thought. 

Have a critical hit chart that has a bunch of bad things that range from just making future critical hits easier, or at the other end an instant death, with a few other bad, but survivable injuries in between. 

As you said, each round lowers the bar for a critical hit by one.  Also, each "hit" also lowers the bar by one, but only for the character that took the hit. 

Death only happens via the critical hit chart.

This combat system doesn't even need hit points. All a hit does is increase the chance of an injury from later hits
Title: Re: Resolving combat in fewer rounds
Post by: HappyDaze on June 21, 2024, 12:20:45 AM
Quote from: weirdguy564 on June 20, 2024, 11:44:06 PMThis combat system doesn't even need hit points. All a hit does is increase the chance of an injury from later hits
Mutants & Materminds already does this for damage resolution.
Title: Re: Resolving combat in fewer rounds
Post by: Mishihari on June 21, 2024, 01:12:31 AM
Quote from: HappyDaze on June 21, 2024, 12:20:45 AM
Quote from: weirdguy564 on June 20, 2024, 11:44:06 PMThis combat system doesn't even need hit points. All a hit does is increase the chance of an injury from later hits
Mutants & Materminds already does this for damage resolution.

The first game I wrote (sadly never finished) was like this.  Based on margin of success for an attack the results could be miss, wound, cripple, kill.  Wound was the most common and caused a cumulative -1 on all resolutions, both attack and defense.  With a few wounds on you any attack had the potential to be game over.
Title: Re: Resolving combat in fewer rounds
Post by: swzl on June 21, 2024, 08:00:38 AM
Quote from: weirdguy564 on June 20, 2024, 11:44:06 PM
Quote from: Ruprecht on June 19, 2024, 07:22:50 PMVenger had a system (Crimson Escalation?) where the critical hit range expanded each round. I havent used it but that should make combat quicker.

This is not a bad idea.  I'm having a thought. 

Have a critical hit chart that has a bunch of bad things that range from just making future critical hits easier, or at the other end an instant death, with a few other bad, but survivable injuries in between. 

As you said, each round lowers the bar for a critical hit by one.  Also, each "hit" also lowers the bar by one, but only for the character that took the hit. 

Death only happens via the critical hit chart.

This combat system doesn't even need hit points. All a hit does is increase the chance of an injury from later hits


My house rule system is based on Knave 1E, a BX adjacent rule kit. I added a basic resolution system to measure competence and ability. So keep in mind that to hit is a 2d10 + a d3 to d12 depending on relevant characteristic. Weapon skill adds:


Melee Weapons:

Ability:          Bonus:
Perk Level 1: Competent at    +1d3 Damage. On natural 20 effect occurs on a natural 19 or 20.
Perk Level 2: Good at       +1d4 Damage. Special effect on natural 18, 19, or 20.
Perk Level 3: Skilled at    +1d6 Damage. Special effect on natural 17, 18, 19 or 20.
Perk Level 4: Expert at    +1d8 Damage. Special effect on natural 16, 17, 18, 19, or 20.
Perk Level 5: Mastered    +1d10 Damage. Special effect on natural 15, 16, 17, 18, 19, or 20.

Ranged Weapons:
         Ability:         Bonus:
Perk Level 1:       Competent at      +1d3 Damage. +10% Range.
Perk Level 2:       Good at      +1d4 Damage. +20% Range.
Perk Level 3:       Skilled at      +1d6 Damage. +30% Range.
Perk Level 4:       Expert at       +1d8 Damage. +40% Range.
Perk Level 5:       Mastered      +1d10 Damage. +50% Range.

When hit dice are d8, a goblin who has mastered a short sword hits for a d6 + d10 damage. This gets the PC's attention. So far, PC's are level 4, variable weapon damage plus variable skill damage vs limited hit points keeps combat short and interesting.
Title: Re: Resolving combat in fewer rounds
Post by: weirdguy564 on June 21, 2024, 06:10:11 PM
Quote from: HappyDaze on June 21, 2024, 12:20:45 AM
Quote from: weirdguy564 on June 20, 2024, 11:44:06 PMThis combat system doesn't even need hit points. All a hit does is increase the chance of an injury from later hits
Mutants & Materminds already does this for damage resolution.

A couple games do. 

Star Wars D6 doesn't have hit points.  It has defense skills of block (unarmed melee), parry (armed melee), and dodge (ranged).  Those skills go up, as does damage resistance which determines how bad a hit is.  But, you just have damage states of stun, wounded, wounded again, incapacitated, dying, and dead.

I don't have Mutants and Masterminds, so I can't comment.

But the main point I want to come back to is that hit point bloat just makes combat drag on and on.  Focus on games that increase you defense skill as you level up, not how tough you are.

Also, narrative explanations about how hit points aren't life points and toughness, but represent skill and such are pointless.  The math is still the math.  It takes the gambling nature out of it and just makes it a waiting game as the inevitable eventually happens.

Of course any good GM and player should also be spicing it all up with in depth descriptions, and some bonuses for Role Playing while in the middle of a fight.  Don't just hit him.  Spit in his eyes to blind him too, or shove him over the railing.  Throw the torch at him.  Stuff that is definitely NOT in the rules. 
Title: Re: Resolving combat in fewer rounds
Post by: Kyle Aaron on June 21, 2024, 11:51:29 PM
Quote from: jhkim on June 19, 2024, 02:30:53 PMStill, I find that shorter, punchier combats are pretty popular with players.
Until one of the player-characters dies after a single dice roll.

Quote from: jhkim on June 20, 2024, 02:51:50 PMResolving in fewer rounds doesn't inherently increase the potential for PC death.
Absolutely correct.

But it doesn't feel the same. After all, in your example of a couple of 9th level combatants fighting it out, it's quite possible that one of them could get down to half their hit points, decide this isn't worth dying over, and flee or surrender.
Title: Re: Resolving combat in fewer rounds
Post by: HappyDaze on June 22, 2024, 01:06:53 AM
Quote from: weirdguy564 on June 21, 2024, 06:10:11 PMBut the main point I want to come back to is that hit point bloat just makes combat drag on and on.  Focus on games that increase you defense skill as you level up, not how tough you are.
This has the effect that characters go from "just fine" to "fine red mist" when the lucky hit does goet past their defenses. Unlike hit point and other attrition-based methods, the escalating defense/static damage capacity method is much harder to gauge how much the PCs (or the NPCs) can take, and as a result, can be very swingy. If you like that, then go for it. Rolemaster tends to play out this way as concussion hits almost never drop the targets--criticals from high attack rolls usually do it.
Title: Re: Resolving combat in fewer rounds
Post by: Stephen Tannhauser on June 22, 2024, 02:19:19 AM
Quote from: Kyle Aaron on June 21, 2024, 11:51:29 PM
Quote from: jhkim on June 19, 2024, 02:30:53 PMStill, I find that shorter, punchier combats are pretty popular with players.
Until one of the player-characters dies after a single dice roll.

Quote from: jhkim on June 20, 2024, 02:51:50 PMResolving in fewer rounds doesn't inherently increase the potential for PC death.
Absolutely correct.

But it doesn't feel the same. After all, in your example of a couple of 9th level combatants fighting it out, it's quite possible that one of them could get down to half their hit points, decide this isn't worth dying over, and flee or surrender.

This touches on something called the pace of decision (a term I got from Brian Gleichman's "Elements of Tactics" article), which in the original article was defined as "how fast can the PCs lose?", and in this context can be phrased as, "How many chances do the PCs get, or need, to settle the outcome of a fight?"

If you think of a combat as a sliding gauge which is constantly moving towards either victory or defeat, each individual round is an opportunity to increment that slider one or more notches in either direction. In that context, the important question is not how many notches are on your bar but how easy it is for the momentum to shift back and forth. What makes the combat interesting isn't simply the process of finding out which way the dice have moved your slider in that round, but the decisions that change the odds of which way it moves. If "whittling down" hit points takes too long to be interesting, create high-risk high-reward tactical options that the brave can attempt and let the chips fall where they may.
Title: Re: Resolving combat in fewer rounds
Post by: Almost_Useless on June 22, 2024, 04:46:16 AM
Are you using Morale rules or at least having enemies run away at a reasonable time?
Title: Re: Resolving combat in fewer rounds
Post by: Fheredin on June 22, 2024, 08:28:23 AM
Quote from: jhkim on June 20, 2024, 12:57:19 AM<snip>
Quote from: Fheredin on June 19, 2024, 05:38:11 PMHowever, if you don't have enough rounds, then the entire array of delayed gratification mechanics don't work right. Consider a damaging attack vs a bleed-inducing attack which causes damage over time. Assuming the two are balanced to be roughly comparable, the direct damage attack must cause more damage on the first round, or else it becomes redundant. In actual games, it isn't unusual for these damage over time mechanics to take 3 ticks just to equal the effect of a comparable direct damage attacks.
Quote from: Fheredin on June 19, 2024, 05:38:11 PMHence my conclusion that encounters should have 5-10 rounds in them minimum and that each round should take significantly less time. /Soapbox

That's a fair point, but continuing damage over time mechanics are uncommon spell effects in D&D5 - and even rarer in many other gamea, like Savage Middle Earth that I'm running currently. I don't think a few spells should be the center for determining how the game is run.

The length of combat should be set for what is the most fun for players in general. Based on how that works, bleed-inducing spells should be adapted to be balanced.

If your group really like combats running more than 5-10 rounds, then you should do that. When I've been running or playing in combats 10 rounds and more, it's usually felt like a slog. If my players enjoy shorter encounters in general, I'm going to run them shorter - and if I have bleed-inducing spells, I'll adjust those to be more balanced for the length of typical combats.

My point is that the short round count forces these mechanics to get dropped. It isn't exactly that designers chose to drop these mechanics and then that the round count dropped, but that these mechanics are pointless in a low round-count environment and do not survive playtesting.

In my experience, the slow combat feeling is actually caused by long time gaps between turns and not the objective time measurement of "this combat took an hour and fifteen minutes." You mention Savage Worlds Middle Earth; I have done several Savage Worlds experiments with other health systems and Savage Worlds can at least handle combats of 10 rounds and an hour total time if you add extra wounds or Halo overshields and such. I actually think the limit is closer to 15, but that depends on interactivity and taste. However, the health mechanics are designed for 2-5 rounds. Savage Worlds doesn't let you know exactly how long it will be until your next turn and it isn't that long a wait, anyways.

If your turn takes 5 minutes to complete, it will take at least 20 minutes to cycle initiative. If your turn takes 2 minutes to complete, it can take less than 10. That's the real cause of slow and monotonous feeling combat right there.
Title: Re: Resolving combat in fewer rounds
Post by: Dave 2 on June 22, 2024, 09:05:45 AM
Quote from: Fheredin on June 22, 2024, 08:28:23 AMIf your turn takes 5 minutes to complete, it will take at least 20 minutes to cycle initiative. If your turn takes 2 minutes to complete, it can take less than 10. That's the real cause of slow and monotonous feeling combat right there.

Very much this. I push hard for faster turns and faster action declarations.

Savage Worlds is an interesting case because it's usually fast, but I have seen it grind to a halt sometimes. The general danger is players taking forever to chew over what they should do; the two ways they get there are being too used to other systems (especially the Pathfinder/3.5/4e/5e family), and just facing combats that are too hard too often.

In the latter, the more that PC death or failure is likely in any given combat, the more it's immediately rational to stop and think carefully rather than rattling off a trick or an attack and moving on. Sundered Skies had this problem with a lot of strong monsters in the setting book, and a GM could stumble on it on their own by trying to make every combat challenging. Its better to look for ways to make them interesting while still keeping them winnable, and save the really tough ones for rare and obvious boss fights.
Title: Re: Resolving combat in fewer rounds
Post by: Persimmon on June 22, 2024, 10:25:12 AM
Obviously, much of this has come up already, but more lethal, but easy to use critical tables are a simple fix. You can also expand the crit range (as in DCC) for certain classes.  Our system looks like this:

Crit Ranges for Fighters & Barbarians
Levels 1-5: 19-20
Levels 6-10: 18-20
Levels 11+: 17-20

Natural 20 is normal a crit.  Roll another d20:
Critical Table
1-15: x2 damage
16-17: x3 damage
18-19: x4 damage
20: x5 damage

Roll hit location die & describe your critical.  For damage causing spells, if the foe rolls a 1 on their save, it's a critical.  This is super fast in play as there are no charts to consult.  Plus, it's total damage multiplied, not some lame ass extra dice thing.  So if you've got a +3 katana and a strength bonus and that first attack does 15 points of damage and you roll a 20 for your crit roll, you just did 75 points of damage.  We had a 15th level samurai take out a dread linnorm dragon once with multiple crits from his magic daikyu.  It was epic and totally bad ass.

You can also use exploding dice mechanics.  Another house rule we have is that if you take more than 50 points of damage from any single attack, you must roll a Con check or you're dead.  This could be house-ruled to whatever figure you like (50% of total HP, etc.)
Title: Re: Resolving combat in fewer rounds
Post by: Persimmon on June 22, 2024, 10:32:03 AM
In my previous post I forgot about a couple other things we do, particularly for low level foes.  Allowing fighters to cleave in whatever way you want is one thing.  We allow for additional foes within a reasonable range up to the fighter's level until they miss.  Another thing is the total damage inflicted gets spread amongst small and/or swarming foes.  So if you're fighting against a horde of goblins that have 3 HP each and you do 15 points of damage, you just killed 5 goblins.  Cinematic and speeds things up quite a bit.