Make the Most of Your Time

Make the Most of Your Time

Getting a group of people together to play D&D can be difficult. This is especially true in when everyone has full-time jobs, significant others, and other competing pressures. I’ve noticed that my gaming habits haven’t changed all that much since when I had massive amounts of free time. When I sit down for a game it always seems to take longer than I thought. When the group is having fun, we’ll push on and play a few more encounters or explore that next level of the dungeon.

On one hand, if everyone wants to keep playing – then what’s the harm? But I wonder whether the game would be just as fun if encounters didn’t last as long. When we sit down to play a game of 4e, my group will play for five to seven hours. That’s a lot of time to devote. I can tell by the end of the session that people are fading, but nobody wants to stop before they finally get that last door open. A couple of sessions ago, I finally put my foot down and stopped the game in the middle of the climactic fight. During the five to six hours of play time we generally complete about 5 encounters (fights/skill challenges). Of course there is some time spent doing other things besides getting through encounters including gathering information from NPCs, discussing where to go and what to do next, and general non-game distractions.

Less Encounters

Good editing is hard to come by, and it’s especially difficult to edit your own work. I have found myself grabbing on to a juicy hook unknowingly provided by one of my players and building a quest into the campaign based on it. I don’t mean for it to last more than a session, but I have a page in front of me that has seven encounters on it! At first glance, it really doesn’t seem like too much right? In my enthusiasm I end up charging ahead with it.

Most good creative endeavors start with a period of brainstorming where lots of ideas are accepted, and then a period of editing where the best ones are retained. Can I cut those seven encounters down to four or five? Of course I can. But once it’s outlined on my page, it’s very difficult to do! The key here is to find two encounters that are serving the same purpose and combine them. Get rid of that red herring. Have the enemy talk to the players in the middle of the fight! There’s no reason to require a skill challenge or role-play encounter before or after. Tighten up your game!

Use a Timer

I’ve pulled the timer from our old Pictionary game and tried it out as a motivation tool with my group. It had some mixed results. Some of the players really enjoyed the extra pressure, but others really just weren’t quite practiced enough. I’ve kicked this idea around in my head and there are a lot of options. You can give each player a specific amount of time. You can give the whole group a specific amount of time. You can let everyone go together in initiative and time them all.

The question is – what happens when time runs out? Do you simply cut them off and move on with initiative? Do you play their nine enemies in the same amount of time? Do you require all dice to be rolled and resolved when time is out – or is the timer simply for decision making? Keeping encounters down to about 45 minutes each instead of an hour or 75 minutes can both save time and keep the excitement level high.

Cut back on the HP

A frequent solution to long combat encounters in 4e is to cut down monster hit points by 25% to even 50%. I’ve been very hesitant to do this myself, as I still feel like I am getting the hang of what types of combat encounters will challenge players without practically guaranteeing that one or more of them will die. To keep the encounters challenging when the monsters have less hit points, you’ll need to dial up the damage output a bit as well.

I don’t have any perfect formulas for balancing out the entertaining tactical elements of the encounter and ensuring that the fight is still an appropriate challenge, but I don’t see any reason why you can’t start small. My suggestion: cut monster hit points by 25% and increase the damage die they use to deal damage. As with anything, it will depend on the strength and combination of players in the group, and trial and error should help you drop the time each encounter takes.

Stop fighting to the death

Without strong rules for morale, whether enemies fight to the last hit point is a function of GM preference and the motivations of those enemies. I’ve heard some GMs will practically always end a fight the moment they feel it’s played itself out and the outcome is inevitable. I know other GMs will keep throwing monsters at the players until each and every one of them is slain. This can be tricky because sometimes the players are going to feel cheated if the enemies keep running away. Also, if you allow the players to capture enemies every right, you can also be assured they’re going to use every trick in the book (including torture) to get every last drop of information out of them. While this can be interesting every once in awhile, it can certainly grow old and make designing interesting adventurers more difficult.

Still, there’s no harm in ending a combat encounter here and there a little earlier by having those last remaining enemies, who are no doubt over-matched and hopeless by the end of the encounter, surrender or run away.

Do any of you have suggestions for cutting down on time without sacrificing on fun?

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About the Author

At the age of eight JackOfHearts was invited to play Dungeons & Dragons during summer camp by kids that were much cooler than him. When he wasn't working on the family farm or practicing tennis, he spent much of his teen years reading fantasy novels and playing games of the role playing, collectible card, tabletop, and video varieties. He's now a nine-to-fiver who never forgot the joy of descending into a tomb for forgotten treasures.