A massive roper flings its tentacles at a crouched wood elf shadow, thrusting him into the air. A half-devil dragonborn lets loose a bolt of electricity that arcs across the battlefield, zapping multiple tiny ropers. On the other side of the cavern, a blue dragonborn monk leaps into the fray, pummeling the massive roper with reinforced fists and claws while dodging his companion's lightning strike. And then a halfling bard — is not prepared. He fumbles with his lute, unsure of what to do. Unfortunately, the battle stalls to a halt.
Everyone wants a battle to go smoothly. Everyone takes their turn, one by one, until one side achieves victory. All of the orcs are slain. The kobold prisoners are saved. The abyssal portal is closed. The mercenary reinforcements arrive. The green dragon concedes. However, there are plenty of possible hindrances to a smooth combat.
One of them is a player, including the Dungeon Master, not knowing what to do on their turn.
How can we solve that problem and keep the battle moving?
Pay Attention and Prepare!
Recap the Battle
“The phase spider crawls before you, blood spurting out of multiple wounds on its body. It screams out in pain as its mandibles grow closer to your tiny form. Joras, what are you doing?”
This creates a sense of urgency in the battle and gives them a springboard for Joras’ player’s description. If we move to Wren next, state:
“As Joras stabs the phase spider with his steel dagger, it stumbles backward a few steps — straight toward you, Wren. What are you doing?”
Again, a jumping off point and a sense of urgency is present. Brief recaps of the battlefield help immerse the players, understand where they are in the combat, and what their enemy is doing between every turn.
Dodge or Cower
Skip and Come Back
In Summary
- Pay attention and prepare. Try to relate your action to someone else’s.
- Dungeon Masters, briefly recap the battlefield between every turn.
- If you don’t know what to do, take the dodge action. If Dungeon Masters wants to be particularly brutal, force players to take the homebrewed cower action.
- If your table is forgiving, just skip your turn and return to you before the end of the round. Be wary, though, this solution can be abused by intelligent players.
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Check out Villain Backgrounds Volume I, a supplement that crafts compelling villains.
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