Zinovia
Explorer
More rounds leads to more choices, but with 6 PC's it also takes a significant amount of time to run each round. I wanted to shave the number of rounds that at least some of the fights take. Too many "easy" fights were taking a disproportionate amount of time out of the sessions. In this case it was 4 real rounds, with the 5th hand-waved because the PC's all went before the sole remaining creature. That seems like reasonable number for a fight of medium difficulty.
Reducing tracking is one way to make each round just a bit faster. I'm working on having the bad guys go faster as well, since that's under my control. I need to take the time in advance to make up a quick tactics writeup so I have a good idea of what the bad guys will do and which powers they will use. I take too long making that decision during combats right now.
As for the players, I am not at the point where I've broken out a timer on them, and I'd prefer not to. This is a casual game, not a tournament. It's funny that the subject did come up last time as an aside (I think my son mentioned it), and I replied that in some ways I supported using a timer. I said something like "You're in combat, there's not time to make the optimal decision and plan everything out in detail. You have to react quickly, so if you don't know what you want to do quickly, your turn will be delayed until you decide.". The players looked kind of worried by that. The mention of it (I won't go far as to say "threat" since I never said I'd use a timer), seemed enough to make them aware of how long they are taking in decision-making.
Reducing tracking is one way to make each round just a bit faster. I'm working on having the bad guys go faster as well, since that's under my control. I need to take the time in advance to make up a quick tactics writeup so I have a good idea of what the bad guys will do and which powers they will use. I take too long making that decision during combats right now.
As for the players, I am not at the point where I've broken out a timer on them, and I'd prefer not to. This is a casual game, not a tournament. It's funny that the subject did come up last time as an aside (I think my son mentioned it), and I replied that in some ways I supported using a timer. I said something like "You're in combat, there's not time to make the optimal decision and plan everything out in detail. You have to react quickly, so if you don't know what you want to do quickly, your turn will be delayed until you decide.". The players looked kind of worried by that. The mention of it (I won't go far as to say "threat" since I never said I'd use a timer), seemed enough to make them aware of how long they are taking in decision-making.