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<blockquote data-quote="Janx" data-source="post: 6808317" data-attributes="member: 8835"><p>4) Instill a sense of urgency during combat, do not let players dawdle during their turn</p><p></p><p>Real fighting is rushed, frenetic and scary. Contrast that to armchair generals mulling over their option to cast a spell or swing their sword for 10 minutes when it's their turn, it kills the mood and makes combat crawl.</p><p></p><p>Encourage players to plan their next action, look up a spell, etc during the other players turn.</p><p></p><p>Limit how much time during their turn they have to announce their decision. If they hem and haw, delay their action to later in the turn or skip it if they are the last, assigning them to "full defense" while their PC assesses the situation.</p><p></p><p>Talk faster during combat, to instill a sense of rushing.</p><p></p><p>Outside of combat, let things slow down again. This gives players a breather, and a chance for the armchair generals to get their composure after the fight. You might also let players plan their attack a bit before the they kick the door in to attack. But once initiative is rolled, keep the rounds rolling.</p></blockquote><p></p>
[QUOTE="Janx, post: 6808317, member: 8835"] 4) Instill a sense of urgency during combat, do not let players dawdle during their turn Real fighting is rushed, frenetic and scary. Contrast that to armchair generals mulling over their option to cast a spell or swing their sword for 10 minutes when it's their turn, it kills the mood and makes combat crawl. Encourage players to plan their next action, look up a spell, etc during the other players turn. Limit how much time during their turn they have to announce their decision. If they hem and haw, delay their action to later in the turn or skip it if they are the last, assigning them to "full defense" while their PC assesses the situation. Talk faster during combat, to instill a sense of rushing. Outside of combat, let things slow down again. This gives players a breather, and a chance for the armchair generals to get their composure after the fight. You might also let players plan their attack a bit before the they kick the door in to attack. But once initiative is rolled, keep the rounds rolling. [/QUOTE]
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