this post was submitted on 20 Aug 2023
20 points (88.5% liked)

Dungeons and Dragons

11030 readers
33 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
 

Hello there.

The one weak point I have in being a DM is combat. If it's anything non-magical, I'm alright at it. But the moment magic is thrown in, with non magic combat, and you have a party of 6 players with multiple enemies, and players with character abilities that are all over the place, it gets overwhelming to the point where I'm intimidated.

I've read guides, watched videos, read the official 5e DM book, and it's still not clicking for me.

Please give me your tips on how to tackle this!

you are viewing a single comment's thread
view the rest of the comments
[–] Eldermantle@lemm.ee 6 points 1 year ago

My tips:

  1. let dice make decisions, and don’t try to explain them. Quickly number reasonable targets in a standard way (I do left to right, top to bottom), roll a die and move on. Get it down to less than five seconds.

  2. it’s better to be quick than to be optimal. Get the attack out and move on.

  3. enemy spell casters have three or four rounds to live. Mostly they fire their biggest blast in the first round or two, and then they’re trying to escape. Maybe they buff an ally or two, but that’s advanced strategy.

  4. You handle a combat one step at a time. Work your way down the list, and each time its the same simple decision: which attack? which target? what result?

  5. Sometimes combat in D&D is a grind. Go easy on yourself. Keep calling out the results, and the players will understand.

  6. Six players is a lot. Delegate work to them, especially when they cause it (e.g. bane, or damage that ticks after their turn. ) it will keep them engaged.