Has anyone come up with ways of simplifying rounds when dealing with a large number of characters in the initiative?
I am running a game with 6 monsters, 5 NPCs, 6 PCs, & 2 pets. (That’s 19 positions in the Initiative Order.) The Initiative rounds take forever to get through.
From other sources, I’ve gleaned these tips:
Speeding Up Rounds
- Initiative
- All Monsters & NPCs go on the same initiative.
- NPCs go last.
- Inform the next player to go that they’re next.
- After initiative rolls, have each player choose a card/token that represents the monsters. Selected monster goes after the PC.
- Monsters
- Fewer monsters that are more powerful.
- Boss/mini-boss monster that leads the others. Defeat it and the others flee.
- Boss, mini-boss, and minions for big fights.
- A single monster with special/lair actions can challenge a whole team.
- NPCs & Monsters
- Split the NPCs off with their own set of monsters that you make simplified, generalized rolls for to see how the battle goes for them - so you can focus on the PCs.
- NPCs
- Don’t give NPCs an initiative. Instead, only have the NPCs act when the PCs need help/assistance. (Don’t think this works for significantly higher NPCs.)
- Use the auto/average damage for NPCs, rather than rolling for it.
- Pets
- Pets go on the owner’s initiative - player’s choice if PC or pet goes first.
- Rolls
- Make rolls ahead of time. Write them down.
I’ve also seen in the D&D DMG some mob rules where you average the damage of the monsters (similar to Point 4.2 above) and use a table of “how many attackers are needed for 1 monster to hit when the ‘to hit’ number is…” The D&D table seems arbitrary rather than mathematical.
So, has anyone made an average monster damage table like above, or have any other tips for me?