RPG@QUT Matt's D&D
speed up the fight
Though combat in D&D 4E is full of fun tactics and many find it entertaining, sometimes you want a fight to go a bit more quickly than the typical two-hour affair. Maybe you are a bit battle weary, or eager to fit the next thing into the current game night. So there is almost always a standing option: speed up the fight.
Note that though this will make the fight go faster, it won’t necessarily make it less damaging to the party. It won’t be easier, just a bit faster.
Also note that the DM might not allow this. Maybe it’s a critical boss fight, or maybe something is supposed to happen in the course of the combat that should not be missed. Or maybe the DM is just really in the mood for a battle… or unprepared for the next encounter!
Here’s how it works:
- During a fight (this makes the most sense at the start), players who want to speed up the fight ask what the others think.
- If the group seems agreeable, one player decides to be the one to find a way to speed up the fight.
- It’s best to pick a player who won’t be especially badly missed in this fight. Consider that losing your only defender can be bad if you are up against hard-hitters, or if up against a swarm, you might miss your only mage who can deal area attacks.
- Though the DM will happily make up a skill challenge to match any player, it will be more fun and immersive to pick a player whose skills seem to match the possible challenge at hand, judging from the setting.
- But in any case, the DM will come up with a challenge to match the skills of whoever the “speeder” is.
- Each round, combat continues, but the speeder is out of the main action and off the map: not usually targeted by enemies, and not making attacks and moves in the standard way.
- The speeder, on his or her turn, works with the DM on what skills to use, and in what way, to try to turn the tables of the fight. This will result in a skill check.
- Remember that any skill check can be helped with some creativity and role-playing! Use knowledge of the world and some personality to get a +1 or +2 to the roll.
- The speeder can use an action point to try a skill check again.
- Also, the speeder can use a daily power in a creative way to get a huge bonus— and if the try fails, the power is not expended.
- If the skill check passes, it counts as a success. If it fails, the speeder loses a healing surge. (All this comes with an entertaining description.)
- Once the speeder gets enough successes (typically three), the tables turn, and the fight goes to the great advantage of the party, soon to end.
Meanwhile, the party is dealing with the same number of enemies with one fewer person to help, so it will be a tough, bruising fight!