Showing posts with label Flow State Play. Show all posts
Showing posts with label Flow State Play. Show all posts

Thursday, May 21, 2026

House Rules for Faster, More Immersive Games

The intent of these house rules is to make games  faster and more immersive by eliminating habits that lead to interrupting the pace of the game. I hoped this would be a simpler version of a much more in-depth blog post here which uses the concept of flow state to describe why interruptions in TTRPGs are detrimental to the overall TTRPG experience. I've added some non-essential rules that suit my desired game, but I justify their inclusion because they set expectations which can avoid confusion.

Grounded Fiction
This rule establishes a common understanding of the setting. Fiction does not mean anything goes. The setting has relatable characters, plausible scenarios, and realistic environments. Your character is an ordinary person who becomes an adventurer. Don't do anything you wouldn't do in real life. Play your characters like you care what happens to them.

Ready Bonus
If you're ready at the start of your turn, you get a +2 bonus to your roll. This means that as soon as it's your turn, you state what you do and how you do it in one fluid sentence. No questions, no looking up rules, no thinking.

Initiative and Turn Order
Transitions into combat should be seamless, as much as possible. He who takes initiative goes first. If unclear, a GM ruling decides. Turns go clockwise around the table.

One Action Per Turn
Long turns mean more waiting which is boring. On your turn, you can move without acting, you can act without moving, and you can move up to your maximum movement as part of your action, but attacking ends your turn. One sentence can be spoken during your turn. No double actions or double moves, no bonus or free actions, no holding actions, no reactions.

Skipping Turns
Players are not entitled take as long as they want on their turn. The GM can give them a last call for declaring an action or rule that their character hesitates this round.

No Redo's, No Do-Overs, No Retcons
Once you declare your action, you can't change it.

Player Descriptions
Players must describe what they do and how using natural language, like writing a scene in a book. Avoid using game terminology. The intent of your action should be clear.

No phones, laptops, or electronics
Put them away. It's a paper and pencil game.

Character Creation
Player Characters (PCs) must suit the tone and setting of the game. PCs must have their own goal to pursue in play. Discuss with GM.

No Player vs Player (PvP)
The game is about collaboration and cooperation, not adversarial or competitive play. Don't sabotage each other. Don't be that guy. Evil PCs become GM property and NPC villains. Adventuring is dangerous, therefore PCs need a good reason for why they trust the other PCs with their lives.

Metagaming
Metagaming means thinking about the game like a game. Using knowledge that your characer doesn't have is also metagaming. Out-of-character discussions that your characters would not reasonably be able to achive in-character; e.g. long strategy during a short combat round. 

Player Skill, Not Character Skill
Dice rolls and game mechanics do not solve puzzles, resolve exploration, or social interaction; player ingenuity does. Describe what you search and how. Treat NPCs like real people, try to make them happy. Knowledge and insight are learned in play. Pay attention and ask questions. Plan ahead.

Character Stats
Your stats are just numbers for mechanical purposes. They do not necessarily describe your character or determine how you must portray them.

Emergent Story
Neither the GM or the dice tell the story. The GM prepares the setting and the NPCs, obstacles and opportunities within. The story is what emerges when the players engage with the setting and NPCs. In other words, players choose what to do and how, and the GM reacts.

Tools, Not Rules
The games rules and mechanics are just tools to help the GM to run the game. The GM may take and leave these tools to make their own tool kit as it suits them. Part of being a GM is knowing when to use them and knowing whey they don't suit a moment of the game.

No Rules Talk During The Game
During the game, no talking about the rules, no reading the rules, no asking for clarity about the rules. No rulebooks at the table. Save it for outside the game. The GM makes a ruling and moves the game along.

GM Rulings
One of the roles of the GM is to be a referee of the rules and to make rulings of what happens in the game. It's important to be fair and consistent, and without investment in the outcome. The rules can't account for everything, but people can! Consider in real life as your criteria. If something can reasonably succeed, it does. If something is genuinely impossible, no die roll will allow it.

Don't Break Character
This house rule is a guideline. Always being strictly in character is not needed, but breaking character leads to loss of immersion, momentum, and tension. Instead of asking what's in a room, ask what you see, hear, smell, etc. Don't ask what's in the box, describe how you inspect it. Don't declare that you sneak, describe what you're doing to be sneaky. Treat each in-game conversation as though it's actually happening and avoid out-of-character comments or sidebar. Turn out-of-character discussion into in-character conversation. If you're going to award anything to players for good roleplaying, factor whether or not they stay in character for their whole turn!

Optional Rules (in-character bonuses) to incentivize desired player behavior:
  • Go an entire scene without breaking character and earn a hero die (a d6). You can hold up to five of these. Any number of hero dice can be spent on any roll.
  • Go an entire game session without breaking character and earn 150% experience points.

Saturday, May 16, 2026

Flow State to Speed Up TTRPG Combat - Game Design & Managing Expectations

I have played in many sessions where we spent more than one hour in a single combat round. Ever since then, I have a newfound resentment for a game I already resent (D&D 5e).

The matter of how to speed up combat in D&D (or other TTRPGs) is more than just a few tips. I want combat to be as fast as any freeform roleplay scene. For that, we have to make concessions to rules and structure. It's in changing player behaviors. It's in changing GM behaviors. It's in changing the rules of your game. I warn you, it might not resemble the same game after you make all these changes. A fast game pace is prioritized over accuracy and complexity of game rules. You might think I'm asking a lot from you, and that I'm asking a lot from your players, but I promise you people will be playing TTRPGs like this in a hundred years. Also, this blog post is just over 4,199 words.

Flow
Flow as in flow state which is a term in psychology that describes the experience of being totally immersed and focused that you lose track of time and performance feels effortless. Think about streaming a movie or video with bad internet connection. The movie stops and stutters every few seconds to buffer. That's very annoying. Most people I know would rather wait for the internet to work properly to watch the movie. No one wants to put up with an analogue medium like a CD where the CD is all scratched up and the tracks don't play right. You want to press play on the movie or the album, and you want the experience to be smooth and fluid from start to finish. No interruptions.

It's difficult to get immersed in something when the quality is choppy and you're constantly being mentally and emotionally disengaged from the substance of the story or the game, then you have to reengage. D&D and TTRPGs are like this. You want to cut out all unnecessary interruptions, pauses or delays in the game. Here's a short list of interruptions: players asking questions (about anything), side conversations, side conversations, distractions (smartphones), people making jokes that don't match the mood of the scene, side conversations again, players not knowing how their spells work, using D&D Beyond with sh@#ty internet connection, players rolling dice to make decisions about how to roleplay their character, people looking up rules in the book, players talking over other players, players not being ready on their turn, and last but not least, side conversations again. I'm going to tell you now, curb anything that makes people disengage from the game and have to reengage with it. The best way to do that is to tell people no breaking character. When people break character, that's when all this stuff starts to happen. No breaking character!

Flow is very important to me in particular because I have ADHD! To me, interrupting flow or causing me to disengage from something I'm focusing on causes frustration. Breaking flow state is a certainty; There is no avoiding it, but, we can do better to preserve it! interruptions cause people to check out or tune out. Their minds wonder. They get impatient. They get frustrated. They get bored. If players are bored because they have to wait for their turn, that's bad GMing! It's bad GMing because you're letting the other players cause interruptions that are easily avoidable. Or you're running a game that's too slow and clunky because there are too many unique powers and spells and maneuvers with very specific rules to get right. Yep, it's you. Train your players and switch games! All of my ideas below are about stream-lining the game, making it more intuitive, being more flexible, being clearer, and encouraging awareness of flow and to preserve it!

Initiative
What is the first thing that slows combat down? It's when the GM says "roll initiative". I used to get excited or anxious, but I roll my eyes and groan these days because initiative is not an important or essential part of a TTRPG. Here are the downsides of initiative. This moment feels like pausing a movie right before the best part to take drink orders. Sure it takes a minute if you're efficient, but it takes people out of the mood. It's a moment where people can take a breather and tension is partially relieved, when people break character, decide that now is a good time to read that rule or read their character sheet for the right thing to do. It's a moment where people start making jokes or talking strategy. The momentum and energy of the scene is lost. In addition, you also have to make and keep a list. I have seen players get their turns skipped more than once. In my experience, it happens very frequently, and it ruins flow for everybody! This happens because initiative turn order is not intuitive. By intuitive, I mean being able to do something without thinking about it. You know what's intuitive? Clockwise turn order. Do clockwise turn order instead.

Why do we roll for initiative anyway? Because that's a rule in the game. Really? That's it? Because it's fair? It's not. Because we like the randomness or unpredictability? Then reroll from round to round. Because we like when the dice tell the story? What if the result doesn't make sense for this scene?

Here's my solution. I have two rules for initiative. First, the general rule is he who takes initiative gets initiative. Before you get excited, here's my point of view. The game is fiction, but that doesn't mean anything goes. There must still be a make-believe world with believable logic (else that's a distraction and we risk breaking flow). If the fighter kicks down the door and declares his intention to charge inside a room, then we roll initiative and the fighter rolls poorly and ends up last in turn order, that means he kicks down the door but somehow the other PCs run inside first, or the NPCs somehow, pending surprise, can potentially get up from whatever they were doing, charge for the door, and hammer the fighter before he goes. That's silly. If the use of the initiative roll ruins the internal logic of the world and the scene, you're using a rule inappropriately. The scenario with the fighter kicking down the door and going last happened in one of my games. It causes a certain cognitive dissonance (which is a mental distraction caused by overthinking) because it's blatantly absurd, and we all laugh at it. That moment of absurdity sort of spoils the mood of the scene. Therefore, the initiative roll is not mandatory and is situational. In fact, your goal should be to make the transition from non-combat into combat seamless. If one side can reasonably act first, they go first! Don't spoil a perfectly planned ambush with a random die roll.

My second rule of initiative roll is to use it to resolve uncertainty only. The perfect time to use an initiative roll is at the start of a duel when two fighters are staring each other down. Then the coin hits the ground. Then they draw their weapons and lunge almost simultaneously. You can even have them roll initiative after they declare their actions.

Interrupting Turn Order
Anything that interrupts or disrupts turn order causes someone to have to stop what they're in the middle of doing it, think about something new, resolve it, then go back to the last thing, and work forward from there. That's messy, occasionally frustrating, and it is an interruption of flow for someone. "What was I doing? Where were we?" "You were here." "Oh yeah." For these reasons, all reactions and held actions are either banned or work like actions. You can go when it's your turn. You cannot go when its someone else's turn. Ever. Even if you're the GM and your NPC has a special legendary action or lair action or whatever that lets them act on someone elses turn. Eff that.

It also stings bugs the ever-living hell !@#$% out of me when it's about to be someone's turn, they're prepared and ready and excited to go, then you cut them off to resolve the interruption, then you get back to that player and they're no longer ready. Ugh! This can happen because the interrupting action can change the conditions of the scene and spoil that player's idea. Interrupting turns should be a technical foul!

Once You Declare Your Action, You Can't Take It Back! (No redo's)
Can I redo my turn? I didn't know there was an obvious, big open pit there. My character would have been smart enough not to do that thing I did. He would have done this other thing instead. The answer is no redo's. Once you declare your action, you cannot change it. This will train players to pay more attention to your descriptions of the room or scene. Part of the problem with redos is they're pathetic. They are. They make everyone look at you and think "oh come on, man." Imagine watching an athlete ask the referee or the announcer if they can redo the last play. It breaks flow and this can spoil the mood of the scene, and that should be a foul.

Player Descriptions
Players absolutely have to describe their own actions! It's not even in question. Tell the players they are co-narrators. It's not about flavor, but it could be; instead, player responsibility is to clearly state what they're doing and how. The intent of the action should be clear. The intended outcome of the action should not be ambiguous. Leave nothing to interpretation. If the GM has to ask for clarification so they can make a ruling, that's back-and-forth we could avoid. It can help everyone if your description states where your character ends their turn. "I run up to the goblin next to the pile of skulls and I hit him with my axe" tells us where you are in space - next to the pile of skulls. This is better than next to goblin #5 because we have to think about where goblin #5 is. Also, avoid using game terminology. Avoid "I use 20 feet of movement to..." Instead, use natural language. "I run across the room to..." Avoid "I use my action to attack..." Instead say "I thrust my sword at the goblin." Use present tense too. Don't say "I'm going to attack the goblin," say "I attack the goblin." That's more concrete, therefore its clearer.

GMs, when the spotlight returns to you, do not restate a player action or narration. "As you swing your sword..." or "as you draw back your bowstring..." Just say what happens after. "You see the goblin's face go white with fear and your sword cuts through their flesh for 6 damage!" Done.

No Out-Of-Character Questions
Sometimes players ask "can I use my such-and-such skill/power/feature to do this thing?" In other words, they either want to know, one, if the rules of the game permit something, or two, they want to know how the Game Master will rule on something before they commit to it. Either way, these questions interrupt flow. You need to remove all of these sorts of moments from the game! All of them!

The solution to the first issue is to tell your players to think about the game as a story telling exercise first and a game second. If you can reasonably do something in real life, you can do it in the game. For example, the game doesn't have rules for hitting someone with the stock of your crossbow, but you absolutely could do this in real life, therefore, you can do it in the game. I don't care what the !@#$% rules say, you absolutely can whack someone with your shotgun by swinging it like a club or hammer. The reason why people have these questions is because they don't trust the GM or because they don't understand the setting or the game. Don't answer these questions; instead, remind the player about the basics of the game. Here's how to play a TTRPG: the player describes their action, then the GM makes a damn ruling and moves on with the game! Also encourage players to treat the setting like a believable world. If something can reasonably work in real life, it effing works in the make-believe world too!

The second issue has been called test-driving your turn. The player doesn't want to commit to something because they're trying to make sure that they're doing the optimal thing first. The solution is to tell them that this is an out-of-character question and tell them that they would be metagaming if they use your answer, and they absolutely would be metagaming. What is metagming? According to D&D 5e's DMG, it's thinking about the game like a game. According to most people, metagaming is making decisions in-character using out-of-character knowledge. The fact is, that weird thing you're asking about, your character wouldn't have access to the GMs answer. You the player are asking the GM a question when you should be immersed in the scene, and you should be in your character's head and you should be thinking about what they would do in the moment. That's what should be the basis for what you're doing on your turn, not a potential GM ruling.

Strategizing is Allowed Before Combat Starts (in play!), Not During
Speaking of metagaming, if a combat round represents mere seconds of time, you don't have time to strategize in the middle of combat. Therefore, any out-of-character conversation is metagaming. Plan ahead. If you're not prepared, why are you getting into a fight? You're playing your character like you don't care what happens to your character. You're thinking about the game like a game, not a role-play exercise or story-telling exercise. Cut that out!

Ready Bonus
If a player is ready on their turn, they get a +2 bonus to their roll. What does ready mean? To avoid argument and to establish expectations, it means that as soon as it is your turn, without any hesitation or delay, you state clearly and concisely what you do and how you do it. No questions. No reading your character sheet. No reading the rules. No questions. No making jokes. None of that crap. Pay attention to the game and be ready!

Skip Turns
If players aren't ready on their turns, that's fine, but people are not entitled to take forever. If they're dragging their ass, you can rule that their character hesitates this round and skip their turn. How much ass dragging is too much? I don't know, feel it out, but give them a last call to declare their action before skipping them. Make sure that everyone is aware of the rule before play.

Consider that players should not have thinking time if their characters do not have thinking time. Thinking time means engagement is not effortless because people are thinking. Part of the definition of flow state is that performance is effortless. Tell players not to be afraid to make decisions with their gut, not their head!

One Action Per Turn
On your turn, players can do one thing! This is called your action! There is no move action. You can act without moving, you can move without acting, and you can move as part of your action up to your maximum movement, but attacking ends your turn. Speech of any kind does not cost your action because you can reasonably speak while running and swinging a sword, but you can speak only one simple sentence per combat round due to the length of time that one combat round represents. One action per turn means shorter turns. Shorter turns means less waiting for your turn. It helps alleviate the problem of people from getting bored and checking out and being bored. Did I mention that long turns are boring?

I advocate cutting bonus actions and multi-attacks too! Every time I hear a player say "that ends my turn." or a GM ask "is that the end of your turn?", I get a little annoyed because that's an interruption in the flow of the game. It should be clear when your turn is over. We shouldn't need to seek confirmation. The exception is if you can describe your action and bonus action in one smooth, fluid sentence, like writing a line in the book; and also refer to the rule about no redo's. You hit the monster twice even though he dies on the first hit. Moving on. Consider that in chess, when you take your hand off your piece, your turn is over. In this game, when you punctuate your description, your turn is over.

Let's talk about a way that actions get a little loosey-goosey. I'm talking about the free action. This is the, ahem, thing that you can do as part of your action because it's so, so simple. Like drawing your weapon or opening a door. People can get stuck on this. Stuck is an interruption to flow state. Why? Because the rules can't cover every conceivable situation. So, a GM ruling is sometimes necessary here. Here's how to think about it: it's not about the number of things you can or can't do, it's about if you can reasonably do any / all of them in the length of time that your combat turn represents. If it sounds reasonable, let it happen. If it's cool and it doesn't cause cognitive dissonance, let it happen. This is charitable and simple.

One Action, One Roll
If an action is particularly complex, don't break it down into multiple steps and resolve each step. For example, let's say I describe my action as "I grab a discarded shied off the ground, then use it to slide down the banister of the stairs, dismount at the bottom, flip through the air, grab onto the chandelier, swing ten feet and fling myself past the soldiers, then tumble and roll, and run into cover behind the column." Let's say the rules let you do all these things on your turn. Resolve it with one roll! Because there are so many places to fail, then the lower the roll, the earlier in the sequence they fail. Easy. You might (might!) even say they that because they character is doing so much, that the difficulty is slightly greater. Actually, why do we need to roll?

Rules about Jokes (AKA Don't Spoil the Mood)
Jokes are part of the game. We are all very, very aware of the absurdity of this exercise; of sitting around a table and pretending we live in a world where Taco Bell doesn't exist and we're all really tempted to make a Taco Bell joke, or make a movie or song reference, or whatever. It's normal and some people would even say it's part of the hobby or the fun. To an extent, sure. As long as the jokes don't cause too big a delay, no harm; however, if we establish a scary scene or a sad scene, don't @#$%! spoil the mood! If you undermine the mood, you're a spoil sport to someone else. That's like talking during a movie. Don't do it! Exceptions are case-by-case, like if it's in-character and your character would totally say something inappropriate. As the GM, it is appropriate to do one arbitrary and malicious thing to the offending player's character as long as it doesn't harm the innocent player's character, but keep it within the logic of the scene. For example, an NPC who loses respect for that character. If no NPCs are obviously around, God is.

Simplified Character Sheets and Stat Blocks
Imagine flipping your character sheet over so that it's face down and then playing your character or NPC. Can you do this? If the answer is no, then your game is to complex. Stop it. Shame on you. If you have to look your character sheet over in the middle of the game, that means you're not paying attention to the game. You're missing GM descriptions or you're missing out on what the other players are doing or what's happening. If you're missing information, you might need to ask for it, and that causes an interruption. If you have to read the dumb rules about how to run your character when you should be describing what you do and how you do it, that's an interruption. Either learn your !@#$% better, or play a simpler game!

No Rules Discussion
None! Zero! Make a ruling and move on with the game! Allow players to make a simple case for why something should go their way, and err in their favor or in favor of fun. No rule books. No reading rules allowed. No interpreting rules. No discussing how you would make a ruling. None - not during the game at least. Use the honor system. If you have questions or concerns, make a note to review it outside of the game. Deemphasize the rules. They're not perfect. There is no right way to play and there is no perfectly designed rule set or game. The game designers are flawed and imperfect just like you and me.

Treat Rooms and Scenes as if they are in a Quantum State
If a player is not confident in the specifics about room or scene, such as its shape, size, features, or other obstacles, this is going to cause them to want to ask questions. Oof! That's no good! So, here's the problem, we can't always get a room or scene as precise and literal like a professionally drawn tactical map! Then the solution is to embrace abstract space. Play "yes, and" and don't say no. Consider that rooms and their features are in a quantum state meaning things both exist but also don't exist at the same time, and we only know for certain when something is in the scene because someone speaks it into the scene.

Describe the theme and general features of the room once when the players enter a room, and tell the players they are allowed to have some say about what features are available to them. If it's a library, then anything that would reasonably be in a library is there! If they're in a kitchen, then they can pick up a knife off any counter and throw it; they don't need to ask where the knives are. If they're in a graveyard, they can always kneel and take cover behind a big tomb stone! If they're in a dense forest, then line of sight is always broken when characters are more than one move away. If a player is in a bar, there are stools and plates and mugs of ale handy, and they get tossed around when someone gets knocked into a table really hard.

With this rule, you'll need the players to track their own position in the room! Have them  include in the description of their action where they start and end their turn each round. I move from the door to the goblin in the corner. I run from the side of the room and hop up onto the table in the center. If we lose track of where you are, that's your responsibility, and we're not waiting for you to figure it out. I'm telling you where you are and you're going to like it. Also, be less strict about exact distances and placement. Don't count squares if you can just use a 6" pencil and approximate your move.

Simultaneous NPC Turns
If you have a group of like-NPCs, you can describe what they all do in one or two fluid sentences (because we're effectively using side-initiative). "These three goblins attack you" you say as you move three goblin minis to the fighter's mini, "and these two goblins attack you" you say as you move two goblin minis to the ranger. Then you make three attack rolls against the fighter, then roll damage, then two attack rolls against the ranger, then roll damage. Then say "the fighter takes 6 damage, the ranger takes 4." Remember the flavor. There, your turn is done. Roll attack and damage dice together, of course. Roll all of them at once! Group the dice based on proximity before reading them. Read dice left to right. Do not run trash mobs individually.

Simultaneous Player Turns
Speaking of consolidating turns, do this. Go around the table and have all players declare an action (including movement). That's it, nothing else. "I move and attack the goblin on the right of the evil shrine", "I shoot the goblin priest from the door", "I cast a spell on the crowd of goblins in the middle of the room." Once everyone's action is declared, then they roll dice. Then you describe the results. "You miss the goblin on the right side of the shrine, you hit the goblin priest, you blow up three goblins with your spell." Done. Use this for less important fights. Hell, use it for any fight.

Saturday, June 3, 2023

TTRPG Combat Sucks

So here's what I want to talk about. 1. Opportunity attacks suck because they slow the game down and how to do them better. 2. If you're roleplaying your character in combat, you probably wouldn't give anyone an opportunity attack ever. 3. Stop using initiative. First, the concepts you probably all know: engage, disengage, and opportunity attack. In some games they have this concept of engaging or being engaged in melee. That is to say that when you come within 5 ft of an opponent, you have to physically stop and face them or else. If you disengage recklessly, this means you turn and move away without defending yourself and open yourself up to danger. If you disengage safely, this means you actively defend yourself as you walk or run from that opponent. The former is faster but hazardous because you open yourself to some opportunistic attack, the latter is effortful but safer.

Topic 1, opportunity attacks slow down combat. People should be allow to turn and run if they want. That's player agency. But every time someone does that, you have to delay everything else as one or more Players or NPCs start making all these reactions. Something I hate is people shouting "opportunity attack!" at the table. I also hate when people declare "insight check!" but that's a separate topic. When you're playing a war game, sure, take all the time you need to resolve your opportunity attacks. That's fine. Whatever. In a roleplaying game, I want to be engaged with the narrative and the tension of the moment. Having someone declare "I make an opportunity attack" when it's not their turn is for me like someone talking over a movie. That's crap and it's gotta stop! So my solution is no initiative. Yeah, extreme, right? NO! Have you ever been in a real 5 on 5 fight before? Everything is happening everywhere, all at once! You do NOT get to watch other people, then pause life to strategize, then take a turn. You're in a moment to moment situation. A second to second situation. That dude you're engaged with has your shirt by the collar and his balled up fist is coming for your head. You get tunnel vision. You can't swivel your head around and see how your friends are doing. If you take your eye of the ball, you're gonna get hit. So get rid of initiative. It's weird. Here's how combat works! Let me tell you, then circle around to attacks of opportunity. So in simultaneous combat, you the game master go around the table and you ask your players to describe their action in one sentence. Ask them to consider that you're all writing a scene in a novel together, and each of them gets to write one line. Make it a good one. Tell them what they see. Set the scene for them so they have some guidance, a place to start. "You see 5 goblins appear from the bush. They're running straight at you with weapons drawn, aggressive looks in their eyes, and war cries on their breaths. What do you do?" Tell them you expect that one sentence to encapsulate everything they do. "I move here, and I do this." or "I do this, and I move here." "I take cover behind the wall, then I stand up to shoot that guy with my bow." "I sneak up on this guy and shank him in the back with my knife." "Grugtar looks across the field to this goblin here, he grips his sword in both hands, he rages and he charges at the goblin and brings his might sword down on it's head!" Then, after everyone has declared their actions, let me repeat that in case you somehow missed it, AFTER everyone has declared their turns, you the GM call for die rolls. Everyone rolls all their dice, attack, damage, ability checks, skill die, whatever. Then, you the GM, sort everything out all at once narratively. "As Jim takes cover from behind the tree, his arrow finds one goblin in the eye! Roar! It falls to the ground. Then Grugtar engages with this goblin here. Grugtar just misses the goblin's head with his claymore and the sneaky goblin stabs him in the leg with a dirty knife. It stings..." An on and on. It's more thrilling if you can present an energetic performance with your narration.

    So now, you've got a vague understanding of how to do most of combat. What about opportunity attacks? Let's say "Beth the wizard is getting beat down into a fetal pose in the dirt by two goblins with spiked bone clubs. She screams these horrible blood curdling screams, and the bone clubs sound like a butchers tenderizer on soft meat. Then, Grugtar the Barbarian, who's got a big soft spot for Beth, who's full of kindness and brilliance, his stomach wrenches and angry bitter tears fill his eyes, he disengages wildly like a hurt beast for the goblins attacking Beth. The goblin he's currently engaged with gets advantage on his attack roll because Grugtar has exposed his back carelessly. The goblin does 5 damage..." That's it. You're in simultaneous combat. If you look away from the guy in front of you, you're not going to be able to defend yourself normally from his attack. That's it. Advantage, EASY, or some kind of bonus applies. This is a realistic and appropriate penalty for disengaging recklessness. You do this instead of interrupt the flow of your game, or interrupting someone's turn, to make some out-of-order action.  It's out of order! 

Topic 2, disengaging recklessly demonstrates a lack of self-preservation, and needs a really good roleplay reason to justify. Literally what happens when you engage with someone, that means that there's an angry son of a gun who is mean mugging you from 3 feet away, and he's got a big sword he wants to cut your face with. If you are roleplaying your character, this is your absolute top priority. This guy is an immediate problem. He represents a threat to your personal survival. That comes first. He represents a threat to your friends survival second only by defeating you and diminishing the size of your party and the powers that your party has to defend itself from TPK from your opponent and his friends. If you are roleplaying your character, you do not run away from your opponent in melee to go fight another opponent over there. And you want to stay near your friends, too. You watch their back, they watch yours. It doesn't do you any good to be 20 feet away from your friend in a melee. Let's say you are 20 feet away from your friend and he's getting beat to hell. You are engaged with someone whose got a big sword for your face and he's mean mugging you. Do you spin around in place and run to your friend, presenting your unprotected back to your opponent so he can slash your spine? Now you and your friend are both dead, and you roleplayed your character poorly by ignoring self-preservation. This decision in this scenario has to be justified by roleplay, narrative, and character development, not strategy. If you sacrifice roleplay for strategy, you're metagaming. Stop that. In a real fight, you wouldn't open yourself to taking a severe injury like that, and neither would your character. Fight off your opponent first, then help your friend. Secure your oxygen mask first, then assist the child.

    Topic 3, Initiative Sucks and here's something else to consider. If you were to play a tabletop roleplaying game for the purposes of entertaining an audience like Critical Role, your combats are slow and boring to your audience if you strictly adhere to the movement and action rules. I can say this because I have watched over a hundred episodes of Critical Role and I can tell you most combat in that show bores me from the moment they start taking initiative. You need to make your combat scenes as freeform as the roleplay scenes to keep them engaging, like the examples of play I gave earlier. Cut the fat. If your GM has to ask you "Is that it for your turn?" your game is too clunky and complicated. Cut that out. Use simultaneous initiative. When you call for initiative, it's like pausing a movie right before the best part to take drink orders. I don't care how fast you can do it. Stop it. Second, you have to track that crap and you can mix up the order. I've seen it happen, I've seen Matt Mercer do it, I've done it. It's like pausing the movie during the best part to sort out who got whose drink. Now, my pausing the movie before the best part analogy is not the best because in combat, the best part your turn and you know it. Everyone else's turn is kinda boring and lame unless someone does something really cool, really bananas, or they're about to die. Die die. Permanent death. Moments I remember in Critical Role combats are Mollmauk's death and Caleb being mind-controlled and fireballing the party. I also kind of remember Fjord cutting a dudes hand off., but that was kind of gross Everything else is a bit of a blurr. I remind you, I watched over a hundred episodes of this show. The show's combat is not as engaging as the show's roleplay, and the combat rules are to blame. Anyway, throw out the rules and do some freeform combat. It will help keep your players off their phone in the middle of a game, and you'll be able to get more meaningful stuff done in your session. Also, cap hit points low. To hell with hit points above 25. Low hit points will also do wonders for the pacing of your game.