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General Tabletop Discussion
*Dungeons & Dragons
8 minutes/turn - is that very slow? slow? average?
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<blockquote data-quote="pemerton" data-source="post: 6117836" data-attributes="member: 42582"><p>My group plays a lot slower than Manbearcat's, though I think not as slow as 8 minutes per turn. The two players who play fastest in my group are the two playing ranged strikers (sorcerer, ranger/cleric) - they point and shoot, and have good At-Wills to default to (a highly feat-enhanced Blazing Starfall, and Twin Strike, respectively).</p><p></p><p>The two players who play slowest are the two playing controllers - a polearm fighter who has the option of switching to his mordenkrad (so two suites of complex options), and the invoker-wizard. The slowness here is a mixture of player style and the objective complexity of the builds.</p><p></p><p>We also have other external factors causing slowness in our group, most noticeably the presence of young children in the immediate environs (our sessions double as "D&D creche").</p><p></p><p>Slowness is bad, obviously, when it is just one player umming and ahing while the rest wander off to find more amusing things to occupy their minds. But if one of the controllers has to make a decision that could impact on the whole situation - eg where to position a key creature, or who to lock down - then the whole table will often join in. Of course, this can contribute to more slowness as the price of more engagement!</p><p></p><p>I also tend to build encounters with large numbers of monsters/NPCs, which themselves take up time to adjudicate - but I try to play these creatures in a way that responds to/engages with what the players are having their PCs do, which can help with engagement - not to mention other metagame things like declaring the number on the d20 needed to hit and then rolling the die out in the open so the targeted player can watch - generally this helps maintain emotional connection between the player and the ingame events.</p><p></p><p>I don't have a lot of suggestion for actually speeding thing up. Good character sheets are one pretty important tool, I think (and this is where controllers make it harder, because their often fiddly details are harder to reduce to a single sheet). Deeming a PC to have delayed if his/her player is absent from the table is another thing I do from time to time. And once a player has moved his/her PC and taken a standard action, if s/he is still wondering about whether or not to take a minor action and if so which one I will generally move on, and let the buffing/healing be resolved by that player with the other affected players.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6117836, member: 42582"] My group plays a lot slower than Manbearcat's, though I think not as slow as 8 minutes per turn. The two players who play fastest in my group are the two playing ranged strikers (sorcerer, ranger/cleric) - they point and shoot, and have good At-Wills to default to (a highly feat-enhanced Blazing Starfall, and Twin Strike, respectively). The two players who play slowest are the two playing controllers - a polearm fighter who has the option of switching to his mordenkrad (so two suites of complex options), and the invoker-wizard. The slowness here is a mixture of player style and the objective complexity of the builds. We also have other external factors causing slowness in our group, most noticeably the presence of young children in the immediate environs (our sessions double as "D&D creche"). Slowness is bad, obviously, when it is just one player umming and ahing while the rest wander off to find more amusing things to occupy their minds. But if one of the controllers has to make a decision that could impact on the whole situation - eg where to position a key creature, or who to lock down - then the whole table will often join in. Of course, this can contribute to more slowness as the price of more engagement! I also tend to build encounters with large numbers of monsters/NPCs, which themselves take up time to adjudicate - but I try to play these creatures in a way that responds to/engages with what the players are having their PCs do, which can help with engagement - not to mention other metagame things like declaring the number on the d20 needed to hit and then rolling the die out in the open so the targeted player can watch - generally this helps maintain emotional connection between the player and the ingame events. I don't have a lot of suggestion for actually speeding thing up. Good character sheets are one pretty important tool, I think (and this is where controllers make it harder, because their often fiddly details are harder to reduce to a single sheet). Deeming a PC to have delayed if his/her player is absent from the table is another thing I do from time to time. And once a player has moved his/her PC and taken a standard action, if s/he is still wondering about whether or not to take a minor action and if so which one I will generally move on, and let the buffing/healing be resolved by that player with the other affected players. [/QUOTE]
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