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<blockquote data-quote="amethal" data-source="post: 2713319" data-attributes="member: 22784"><p>Me included. Our group like long fights so we'd take exception to being told we were doing something wrong!</p><p></p><p>For example, our last fight was between a Hezrou, an arrow demon, an 8th level yuan-ti pureblood sorcerer and 9 dretch verses three 13th level PCs (mystic theurge, half-celestial paladin and druid) and 6 low level NPC sailors. That's always going to take a while, especially since both sides were summoning stuff.</p><p></p><p>In my experience, delays mainly come from players not knowing the rules - and as a result either having to look stuff up, or not being sure what tactic to use. </p><p></p><p>[The main exception is now that we are high level (at least by our standards) I sometime have to stop and think about what tactics the monsters would use in response to the PCs actions. Especially when those monsters are often a sight more intelligent than I am.]</p><p></p><p>If the slow pace of the game is killing everyone's enjoyment, I suggest drastic measures. Players are not allowed to look anything up during their turn. If the PH is open on the spell they want to cast, or if they have prepared a "cheat sheet" of some sort that is in front of them, then they can read off it, but no page turning.</p><p></p><p>Anything the player doesn't know, the DM decides. If the DM happens to know the rule, then great. If not (and no DM can be expected to have all the effects of every spell</p><p>memorised) then the DM makes it up on the spot.</p><p></p><p>e.g. Player1 - My celestial badger tries to claw at the orc. I rolled a 14; does that hit?</p><p>DM - what's its bonus to hit?</p><p>Player1 - um, er, I have it here somewhere .....</p><p>DM - ok we'll say +1; the orc's chainmail manages to take the force of the blow. </p><p>Player1 - I'm sure its hit bonus is better than +1</p><p>DM - Too late for this round. Look it up in someone else's go. Player 2, what are you doing?</p><p></p><p>If something's really important, then let the player formally call a "timeout"; at the end of the session you can say "Player 1 needed 11 timeouts, when the others only had 4 between them" and you'll have identified the problem.</p></blockquote><p></p>
[QUOTE="amethal, post: 2713319, member: 22784"] Me included. Our group like long fights so we'd take exception to being told we were doing something wrong! For example, our last fight was between a Hezrou, an arrow demon, an 8th level yuan-ti pureblood sorcerer and 9 dretch verses three 13th level PCs (mystic theurge, half-celestial paladin and druid) and 6 low level NPC sailors. That's always going to take a while, especially since both sides were summoning stuff. In my experience, delays mainly come from players not knowing the rules - and as a result either having to look stuff up, or not being sure what tactic to use. [The main exception is now that we are high level (at least by our standards) I sometime have to stop and think about what tactics the monsters would use in response to the PCs actions. Especially when those monsters are often a sight more intelligent than I am.] If the slow pace of the game is killing everyone's enjoyment, I suggest drastic measures. Players are not allowed to look anything up during their turn. If the PH is open on the spell they want to cast, or if they have prepared a "cheat sheet" of some sort that is in front of them, then they can read off it, but no page turning. Anything the player doesn't know, the DM decides. If the DM happens to know the rule, then great. If not (and no DM can be expected to have all the effects of every spell memorised) then the DM makes it up on the spot. e.g. Player1 - My celestial badger tries to claw at the orc. I rolled a 14; does that hit? DM - what's its bonus to hit? Player1 - um, er, I have it here somewhere ..... DM - ok we'll say +1; the orc's chainmail manages to take the force of the blow. Player1 - I'm sure its hit bonus is better than +1 DM - Too late for this round. Look it up in someone else's go. Player 2, what are you doing? If something's really important, then let the player formally call a "timeout"; at the end of the session you can say "Player 1 needed 11 timeouts, when the others only had 4 between them" and you'll have identified the problem. [/QUOTE]
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