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General Tabletop Discussion
*Dungeons & Dragons
Do you time your players in combat?
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<blockquote data-quote="Mercule" data-source="post: 7097332" data-attributes="member: 5100"><p>I don't do strict time limits. Typically, I don't use any time limits. When a player is slow, it's usually because they are new to the game, learning a new character, or some similar reason. I'd rather help a player learn than penalize them (carrot v stick).</p><p></p><p>That said, I can be a real jerk when a player isn't paying attention, is being disruptive, or otherwise hindering play. The big table rule I've used and that established players seem to point out to new players is that I stop giving room descriptions (reading boxed text) as soon as players start describing their actions. So, I start telling the players "There's a mound of gold sitting in the middle of the room, various and well polished weapons displayed on racks here and there, and a death knight sitting in a throne across from your door," and someone tries to get "dibs" on the swords by spouting off early, the death knight is going to get surprise on them. Doesn't matter why they didn't see him. Apparently, they were too enthralled by the treasure. Note: this came about due to necessity and warning was given in advance. I don't feel at all bad about the few deaths and dismemberments it's caused over the years.</p><p></p><p>I do something similar for combat, when I get annoyed. If someone is completely unprepared for their turn, especially if they say something about a monster that's already been killed or otherwise clueless about what has happened since their last turn, I just tell them that I need to move on and start counting backward from 10. I cut some slack for human error, communication issues, etc. and generally reserve this for habitually frustrating players after I've told the group that I'm going to start trying to speed up combat and they can help the group out by having their actions ready, rolling damage at the same time as their attack, etc. I make the statement to the group so that I'm not obviously "picking on" any player, in particular, and so that everyone is aware that this is coming because blindsided players can get snippy even when they aren't directly involved.</p><p></p><p>I accept that some evenings are going to end up being a bit more social than others, and move slower. I also don't worry about the occasional text message and the like. Most of us are closer to getting cheap meals at Denny's than we are to puberty, have kids, etc. Sometimes, we actually need to know, in a timely fashion, that one of the kids is throwing up or that the sump pump stopped working.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7097332, member: 5100"] I don't do strict time limits. Typically, I don't use any time limits. When a player is slow, it's usually because they are new to the game, learning a new character, or some similar reason. I'd rather help a player learn than penalize them (carrot v stick). That said, I can be a real jerk when a player isn't paying attention, is being disruptive, or otherwise hindering play. The big table rule I've used and that established players seem to point out to new players is that I stop giving room descriptions (reading boxed text) as soon as players start describing their actions. So, I start telling the players "There's a mound of gold sitting in the middle of the room, various and well polished weapons displayed on racks here and there, and a death knight sitting in a throne across from your door," and someone tries to get "dibs" on the swords by spouting off early, the death knight is going to get surprise on them. Doesn't matter why they didn't see him. Apparently, they were too enthralled by the treasure. Note: this came about due to necessity and warning was given in advance. I don't feel at all bad about the few deaths and dismemberments it's caused over the years. I do something similar for combat, when I get annoyed. If someone is completely unprepared for their turn, especially if they say something about a monster that's already been killed or otherwise clueless about what has happened since their last turn, I just tell them that I need to move on and start counting backward from 10. I cut some slack for human error, communication issues, etc. and generally reserve this for habitually frustrating players after I've told the group that I'm going to start trying to speed up combat and they can help the group out by having their actions ready, rolling damage at the same time as their attack, etc. I make the statement to the group so that I'm not obviously "picking on" any player, in particular, and so that everyone is aware that this is coming because blindsided players can get snippy even when they aren't directly involved. I accept that some evenings are going to end up being a bit more social than others, and move slower. I also don't worry about the occasional text message and the like. Most of us are closer to getting cheap meals at Denny's than we are to puberty, have kids, etc. Sometimes, we actually need to know, in a timely fashion, that one of the kids is throwing up or that the sump pump stopped working. [/QUOTE]
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