Illusory Script

Inform, improve, and inspire your game.

  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe

»It’s My Turn ALREADY!?« – Faster D&D Combat

by Marius on October 12, 2024
Art generated by DALL-E AI

When combat drags, it pulls players out of the flow of the game. What we want is for our players to think, “It’s my turn already!?” instead of “Finally, it’s my turn again.” Each combat round represents just six seconds in-game, so it shouldn’t take half an hour at the table. Keeping combat quick and engaging is essential for maintaining good pacing in our sessions. Here’s a few tips for running faster D&D combat rounds.

Keep the DM’s Turn Short

As Dungeon Masters, our turns are the one aspect of combat we fully control. The goal is efficiency without losing the excitement.

  1. Average Damage: Rolling for every monster’s attack can slow things down. Instead, using the average damage listed in the stat block keeps things moving. For critical hits, we simply double that value. Quick and easy.
  2. Simplify the Encounter: Having one complex monster with interesting abilities provides enough tactical depth. The other creatures in the fight can be simpler, straightforward attackers. This reduces the decision-making burden on us and keeps the combat from bogging down.
  3. Streamlined Hordes: Running large numbers of monsters can slow our turns down. But sometimes, we want to have the players face an army of 200 skeletons. In that case, I recommend something like the encounter damage tally and Mike Shea’s Horde Rules. They are easy to remember and help us run large numbers of monsters smoothly.

Keeping Player Turns Snappy

While we can’t directly control how long our players take, there are ways we can set them up for faster, more focused turns.

  1. Brief Descriptions: At the start of each player’s turn, a quick overview of the situation suffices. Then we adjudicate the actions the player is taking as efficiently as possible. At the end of their turn, we summarize how the situation has changed and use this summary to transition to the next player. Describing every movement or attack in detail can actually take us out of the action.
  2. On-Deck Players: Calling out who’s next keeps players attentive and gives them time to think ahead. It also helps prevent the dreaded, “Wait, what’s happening again?” as they can stay engaged while the current player is resolving their actions.
  3. Silent Pressure: If a player starts to slow down, there’s no need to rush them verbally. Simply waiting quietly creates its own sense of urgency without breaking focus. The silence alone can be a subtle nudge to speed things along.

When we keep the pace brisk, combat becomes a fast and fun experience. With these small adjustments, we’re more likely to hear that coveted, “It’s my turn already?!” from our players.

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

... and receive the Illusory Script Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Related Articles

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

Latest Articles

  • Roleplaying in D&D CombatMay 24, 2025
    Balancing Roleplaying in Combat Combat can be one of the most memorable parts of a session—but not just because of the dice rolls or tactical maneuvers. Some of our favorite combat scenes come alive because of the roleplaying woven into them. But how do we strike that balance? How do we include character moments without …

    Read On »

  • Creating NPCs Based On PCsMay 17, 2025
    One of the core principles we can return to again and again as DMs is this: Build the world around the player characters. In today’s article, let’s apply that principle to one of the most important elements of our games: Creating NPCs (non-player characters) based on the PCs (player characters). Why Build Around the PCs? …

    Read On »

  • The After-Credit Scene in D&DMay 10, 2025
    The Only Worthwhile Cutscene Cutscenes are for video games. In D&D, they almost always get in the way. With one exception: the after-credit scene. When we narrate a scene in which the characters are not present, we’re putting story over play. We’re turning our players into an audience instead of participants. If players can’t act in …

    Read On »

  • D&D 2024 Player’s Handbook ChangesApril 26, 2025
    The D&D 2024 revision of the Dungeons & Dragons Player’s Handbook brings a host of small mechanical changes to the game. If you’re a Dungeon Master already familiar with the 2014 ruleset, here’s a focused guide to what has changed—and how it might impact the way we run our tables. Rather than being a full …

    Read On »

  • Make a City Come to Life in Any RPGApril 19, 2025
    Preparing Urban Chaos for the Table A city can breathe fresh life into any fantasy RPG. They’re where intrigues are born, gold changes hands, and alliances get sealed or shattered over a drink. But when we GMs need to prepare one, especially for just a session or two, cities can feel like an overwhelming tangle …

    Read On »

  • Tracking Damage to Monster GroupsApril 5, 2025
    Hit Points Are a Lie (and That’s Okay) In a previous article about the Encounter Damage Tally, we explored a clever way for tracking monster damage: rather than counting down hit points for each individual monster, we tally up the total damage dealt in the encounter. When the tally reaches a monster’s average HP, we …

    Read On »

...browse all articles...

Subscribe!

🦹🏼‍♀️ Never miss an article 🪄

...and receive the IllusoryScript Ritual Generator!

We don’t spam! Read our privacy policy for more info.

Check your inbox or spam folder to confirm your subscription.

  • Privacy Policy
  • Impressum
  • Marius’s House Rules
© 2025 Illusory Script.
✕
  • Home
  • Archive
  • Publications
  • Contact
  • About
  • Subscribe