When Every Battle Feels Like a Board Meeting with Dice

“By Grabgar’s hammer, yer players just spent 42 minutes deciding whether ta flank a skeleton.”

There’s a special kind o’ soul death that happens behind the screen when a fight drags on longer than a dwarven funeral dirge. I’ve seen it, lad — a dozen adventurers leanin’ back in their chairs, eyes glazed like day-old tavern bread, all ‘cause round three turned into a bloody debate club. “I move here—wait, if I move here… oh wait, no, maybe I use my bonus action? What does my feat do again?”

Lad, it’s called initiative, not “indecisive.” Combat’s supposed to be the fire, the steel, the pulse of the tale — not a stone-cold committee meeting where everyone forgets how to swing a sword.

Now, don’t get me wrong. I’ve run me share of glorious brawls — fights so tense the mugs in the tavern stopped clinkin’. But I’ve also watched a rogue spend 12 minutes figurin’ out how to sneak up on a gelatinous cube. A cube, lad. It ain’t got ears!

Here’s the truth no one likes to say: if yer combat is slow, it ain’t the players’ fault alone. It’s yours, too. And aye, I’ve been guilty of it meself — lettin’ every monster have six legendary reactions and a songbook of spells ‘cause I thought it’d be “epic.”

It ain’t epic if it’s excruciating.

If the Dice Stop Rollin’, the Game Stops Breathin’

👉 Want brawls that break bones and not player morale? The GM Wisdom corner at Mike’s Tavern is stocked with the advice, rants, and sass ya need to keep yer fights sharp and yer sessions smoother. Need help hammerin’ out rules or want to rant about yer slowpoke table? Come throw a tankard over at the contact scroll.

How to Keep Combat From Turnin’ Into a Strategy Sludge Pit

1. Time Their Turns — Without the Timer

Don’t pull out an actual sandglass, unless yer tryin’ to give ‘em a heart attack. But set the tone that turn time matters. Encourage thinkin’ ahead — while others are goin’, not when it’s their turn. I like to say, “If ya don’t know what yer doin’ by the time I point to ya, yer character hesitates and does nothin’ fancy. We move on.”

Start with gentle reminders. Then escalate if it don’t change. Ye ain’t being cruel — ye’re keeping the blood flowin’.

2. Build Faster Monsters

No one needs 3 full casters, 2 aura effects, and a swarm of mirror-image illusions just for a dungeon hallway fight. Try:

  • Fewer monsters, higher threat

  • Legendary actions used sparingly

  • Clear tactics, fewer choices

  • Bloody surprises (traps, environment changes) to keep ‘em movin’

If it takes you 10 minutes to run yer creatures, what chance does yer table have?

3. Use Theater of the Mind When Possible

If it’s a tavern scuffle or a quick skirmish, don’t waste time diggin’ out minis and grid maps. Theater of the mind gets the scene movin’ — and lets the brawlin’ feel cinematic. Save the full map treatment for big boss fights.

4. Encourage Quick Descriptions

This ain’t Shakespeare’s scroll. Limit the dramatic monologues before every strike. Reward short, flavorful action lines like:

“I duck under his blade and drive my axe into his gut.”

Not:

“So, I recall the trauma from my childhood and scream, ‘This is for the past!’ as I disengage, then twirl like a tornado before striking, hoping the gods see my vengeance.”

By Margann’s crusty beard, lad. Just hit the thing.

5. Let the Players Narrate Damage

One way to keep them engaged during others’ turns: Let whoever lands the final blow describe the kill. It gives ‘em reason to stay sharp even when it ain’t their round.

6. End the Fight Early — But Thematically

If it’s clear they’ve won, don’t drag out the last 12 hit points. Instead say:

“The orc stumbles back, bleedin’ from every pore. He drops his axe and bolts into the woods howlin’. The fight’s done — but not forgotten.”

The party feels victorious. The flow stays strong. Yer prep don’t bleed dry.

The Battle Should Roar, Not Snore

👉 Yer players will never forget a fight that made ‘em feel alive — not one that drained their will to live. Swing by GM Wisdom for more tips that keep yer battles brutal and yer sessions breathin’. And if yer fightin’ slow players or sluggish mechanics, maybe what ya need is a strong word and a stronger scroll — here’s how to reach Mike. I’ll roast ya into improvement.

FAQ

Q: What if my players are new and don’t know what to do on their turn?
A: That’s fine — teach 'em! But encourage ‘em to think while waitin’. Give ‘em 2–3 choices, not 10. It ain’t about rushin’ — it’s about flowin’.

Q: Is it okay to just skip turns if they’re takin’ too long?
A: Only if ya warn ‘em first. This ain’t a punishment scroll. It’s a rhythm correction.

Q: What if I enjoy crunchy, slow combat?
A: Then cheers, lad. Just make sure yer table feels the same. Ain’t no harm in a slow boil — so long as no one's fallin’ asleep.

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When Yer Heart’s Givin’ Out But Yer Hands Keep Preppin’