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<blockquote data-quote="Jedi_Solo" data-source="post: 4365153" data-attributes="member: 40245"><p>Very nice list. I have one I would like to add though...</p><p> </p><p><strong>Be ready for your turn.</strong></p><p> </p><p>Your character has at best 6 seconds to think - don't take five minutes. Start thinking about what you are going to do in combat before the DM calls out that you are up. Yes, things can change (sometimes drastically) on the turn before you go, but that doesn't mean you can't decide that you are going to run up and attack the orc before you're up.</p><p> </p><p>If you plan on using a spiffy new spell/ability that takes up a page and a half to describe the effects, have the book already open to the page and be ready to read off the important details (even if it's only a few lines have the book open anyway). Even if you as a player know it by heart the DM might want to verify something (with no insult to you intended). With the information right there at your fingertips it (usually) won't stall the game.</p><p> </p><p>On a similar track of thought, if you don't have the stats for the creature right there - then don't summon it.</p><p> </p><p>Usually there is more than enough time bewteen your actions to get ready for your next action; to check books and verify spell effects. If the battlefield has a major change just before you go the rest of the group will understand if you need a few seconds before you say anything. There is absolutely no reason to only start thinking about your action when the DM calls your name. Being ready can keep the game going and can easily keep the time a combat takes down. This will in turn help keep everyone paying attention and help the game run smoothly and be fun for everyone involved.</p></blockquote><p></p>
[QUOTE="Jedi_Solo, post: 4365153, member: 40245"] Very nice list. I have one I would like to add though... [B]Be ready for your turn.[/B] Your character has at best 6 seconds to think - don't take five minutes. Start thinking about what you are going to do in combat before the DM calls out that you are up. Yes, things can change (sometimes drastically) on the turn before you go, but that doesn't mean you can't decide that you are going to run up and attack the orc before you're up. If you plan on using a spiffy new spell/ability that takes up a page and a half to describe the effects, have the book already open to the page and be ready to read off the important details (even if it's only a few lines have the book open anyway). Even if you as a player know it by heart the DM might want to verify something (with no insult to you intended). With the information right there at your fingertips it (usually) won't stall the game. On a similar track of thought, if you don't have the stats for the creature right there - then don't summon it. Usually there is more than enough time bewteen your actions to get ready for your next action; to check books and verify spell effects. If the battlefield has a major change just before you go the rest of the group will understand if you need a few seconds before you say anything. There is absolutely no reason to only start thinking about your action when the DM calls your name. Being ready can keep the game going and can easily keep the time a combat takes down. This will in turn help keep everyone paying attention and help the game run smoothly and be fun for everyone involved. [/QUOTE]
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