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D&D 5E Combat Feels Like a Turn-Based Video Game—Here’s a Faster Alternative
August 27, 2025
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D&D 5E Combat Feels Like a Turn-Based Video Game—Here’s a Faster Alternative

Why I Broke Free From 5E’s Turn-Based Chains and Never Looked Back

I’ve fought many a battle across the gridded fields of Dungeons & Dragons 5E, and don’t get me wrong—I love the bones of that beast. But there’s a flaw in its forgework that grinds my teeth: rolling initiative once and riding that queue ‘til combat dies.

That’s not a battlefield. That’s a slow-dancing tactics sim.

Think Gears Tactics, not a bar brawl in Dodge City or a cavalry charge through a rain-slick jungle. It’s clean, sure. But clean is the enemy of chaos—and chaos is where legends rise.

What Breaks the Spell in 5E Combat?

Roll once. Freeze the scene. March in lockstep.

This system does a fine job holding your hand—but it slaps tension across the jaw by round two. Here's the fallout:

  • Surprise dies after the first swing.
  • Players script turns like chess engines.
  • You wait… and wait… and wait… for your number.

You don’t read the moment. You wait for it. And if your character’s all about improvisation, momentum, or reacting to danger like a coiled viper… tough luck.

When 5E Feels Like a Tactics Game

Let’s not pretend this isn’t deliberate. 5E combat works like a tactical engine:

  • You → Ally → Enemy → Repeat
  • Same combos, same cadence
  • Minimal repositioning unless your class demands it

It’s tight. It’s clean. But it rarely breathes.

What I Wanted Instead: Momentum and Mayhem

At my table, we craved danger with motion—like hearing glass break behind you just as you notch an arrow. We wanted rules that moved as quickly as we did:

  • Initiative that changes each round
  • Mechanics that resolve fast but hit hard
  • Movement that matters
  • Simplicity, but with tension on a hair trigger

Enter PsychScape Historical — Where Combat Has Teeth and Tempo

This system doesn’t just invite motion. It demands it.

Brawl & Blade Combat Highlights:

  • Re-Roll Initiative Every Round
    d10 per party or individual; Instinct adds flavor. Order shifts like a battlefield tide.
  • To Hit? Simple. Clean. Deadly.
    (Marksmanship + weapon subskill + Agility) ÷ 3 = target.
    Roll d100 under it. Done.
  • Crits? Spicy but Fast:
    • 01–05 = double damage
    • 95–100 = fail spectacularly
  • 1d8 Hit Location = Flavored Consequences
    Where you hit changes what happens.
  • Movement = Strategy
    Agility drives speed, terrain hits you with penalties, endurance checks keep you honest.
  • Hand-to-Hand = Brutal Ballet
    Basic vs. Advanced Maneuvers: Feint, Counter, Throw, Dodge, Immobilize.
    No bloat. Just bite.

The Net Effect? More Swing, Less Stall.

See the System in Action

Want to watch how quick it runs? I cut through two fights—ranged and hand-to-hand—in clear language so any player or LM can grasp the rhythm:

Watch it here:

It’s not just about speed. It’s about getting out of the rulebook and into the moment.

Fast Start Tips — Feel the Fury

  • Re-roll initiative every round
  • Declare actions clearly
  • Use roll-under for To Hit
  • Apply small, obvious modifiers
  • Let movement, cover, and instinct lead the dance

If your table’s getting sleepy from that “same-turn, same-beat” lull…
cut the brakes and light the powder.
PsychScape will jolt your combats like a flintlock in a powder shed.

Now roll fast, strike true, and never take the same step twice.
Racon Gunner, out.