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<blockquote data-quote="Quinn" data-source="post: 846188" data-attributes="member: 10101"><p>In general, I'm fairly lenient when it comes to this. I allow some table talk as far as flanking, spell placement, etc. However, I do have my limits and it usually involves the pacing of the battle and the game. If players table talk for a minute or longer, my tolerance for it grows shorter. The problem is that it typically becomes one or two people controlling everyone's characters during a battle. At this point, I start to give warnings about it: "Make your decision quickly, or you're going to lose your turns this initative". If the problem persists, I'll usually give a final warning: "Alright, enough tabletalk, from here on you make your decisions yourself. You're slowing the game down." From that point on, I follow up by telling people they've lost their turn when they do it again. That's my general rule of thumb as far as DM crackdowns: warning 1, warning 2, and then follow through if the problem continues.</p></blockquote><p></p>
[QUOTE="Quinn, post: 846188, member: 10101"] In general, I'm fairly lenient when it comes to this. I allow some table talk as far as flanking, spell placement, etc. However, I do have my limits and it usually involves the pacing of the battle and the game. If players table talk for a minute or longer, my tolerance for it grows shorter. The problem is that it typically becomes one or two people controlling everyone's characters during a battle. At this point, I start to give warnings about it: "Make your decision quickly, or you're going to lose your turns this initative". If the problem persists, I'll usually give a final warning: "Alright, enough tabletalk, from here on you make your decisions yourself. You're slowing the game down." From that point on, I follow up by telling people they've lost their turn when they do it again. That's my general rule of thumb as far as DM crackdowns: warning 1, warning 2, and then follow through if the problem continues. [/QUOTE]
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