Communication in combat - by the rounds

Quasqueton

First Post
My group handles communication in combat by talking in turn on each person's round. For instance, if on my action, my character asks a question or barks and order. On another character's turn, that Player answers the question or acts on the order, etc.

We really like this method because it makes the combats feel more "real time". If I see an enemy sneaking up behind my comrade, I have to wait till my action to give a warning.

One time a rust monster leaped out at the party. Only the PC wizard recognized the creature, but he was last in the initiative. The PC barb/cleric went first and lost his greatsword to the creature. By the time the wizard's turn to act came around, the creature was killed. The wizard Player shouted, "Look out! It's a rust mon. . . . Oh, nevermind."

I've played in groups where communication between PCs was just open and continuous regardless of whose round it was. This felt like everyone had instantaneous telepathy with each other.

How do you play communication in combat?

Quasqueton
 

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Well, in theory at least the combat round is supposed to be simultaneous so having all the PC's talk at once is probably more accurate than talking in turn. Though rulling that a flat-footed PC can't talk at all seems like a good idea and would perserve your rust monster scenario.

The bigger worry my group has is how much a character speaks in a round. Usually we limit it too a sentance or so althugh sometimes we let people have an "anime monologue" if it fits the scene :p
 


Everybody yells (usually contradictory) advice at once and I keep saying to the player whose PC's turn it is, "It's your PC, just ignore them and do what you want" :)

And no, I'm not kidding - that actually happens a fair bit of the time when I'm not DMing. If I'm DMing, I go by the book (PHB pg.144) and let people speak a few quick words of advice on someone else's turn, but that's it.
 

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