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Do you use timers in combat?

MNblockhead

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To keep combat moving and creat more excitement, I’m thinking of using a game timer at the table.

I don’t want to overly constrict players ability to strategize or punish those who are slower, but I think a time can help ensure people are ready on there term.

If you have done this, what kind of timer did you use and how much time did you give? Did you apply it to yourself as well?

Another thought is just calling the player on his turn and if he doest respond within 5 seconds, go to the next person in initiative order then come back tot the slow player.
 

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I have in the past, yes. I ran a game 20 years ago (?) in GURP Fantasy-genre where I had a couple of players who just would not keep their mind on the game table and were always buried in the sheets during combat. Excellent roleplayers, but were constantly looking for that extra edge. Consequently, when it was their turn they didn't have a full grasp of the situation OR were still dithering over some minutiae. So I took a two-minute sand timer and would flip it when I called on the next player. They had until the timer ran out to make up their minds what they were doing.

But for the most part, no. I haven't really used it. Most times the players seem to self-police each other on making sure the game turns don't last forever.
 

I don't use timers in combat -- but there's a time death spiral in combat that if situations were different I would consider some way to keep things moving.

Now, I currently run a system that doesn't overwhelm players with too many discrete combat options leading to long turns, even among the casters. And has quick running foes. This leads to short times per turn (like a timer), which means players turns come back around sooner and they don't have time to be distracted, which means no need for recaps.

Part of all that is player buy-in on doing fast turns. One indecisive player (or slow roller+counter) then empowers one person using their phone and one daydreaming about their character, both which require recaps on their turn which leads to more delays and others getting distracted - it's a vicious spiral.
 

Two 1 minute sand timers. I used one a long time ago when my players were just getting distracted and not focusing. I’m thinking of using it again, but adding a second for practicality’s sake.

I find my players to be so tactically minded at times that they will spend minutes examining every possible move they can make, and in turn the other players are then distracted by phones and what not. I want to keep the game moving and focused. I don’t mknd taking some time for a turn, but a minute on top of the rest of the round while waiting for your turn is enough.
 

The original Space Hulk game had a timer for the Space Marine player. It was a really cool feature and gave the game a lot of tension that lent itself to the Aliens feel of the game. I might use a timer on players to create an atmosphere, but for pushing the game along after a certain amount of time I just skip folks who are stuck.

I think you have to know your players and their chemistry. Sometimes the whole group really enjoys figuring out every tactical detail. However, if it's one or two players you have to push them along.

I have been in games where a player took forever to make combat decisions (well, any kind of decision) and it can certainly bog a game down.

If you decide to use a timer - please report back - I'd like to know how it went.
 

I'm starting to think that a timer would feel heavy-handed and might not go over well, other than as an encounter-specific mechanic in a rush-against-the-clock scenario. I think skipping the player and coming back to them later in the initiative order would be better.
 

Occasionally. It depends on how well combat is flowing, and person. I do suggest if you have a 5+ table to think about it.
 

I never used an actual timer, but I do limit players on how long they take. I don't have a formal time limit, though. If a player is asking questions, fine. If a player is sitting there wondering what to do, I'll ask them what they're considering and maybe provide more specific information to help with a decision. Eventually, and I think it's only happened once or twice, I may say the character stands there in indescision and move on. This was back when our sessions were only a couple hours long every other week, so things had to keep moving. It's less of a concern during longer sessions.

Fortunately for me, it's never been a major issue. If you have a player that is consistently playing slow, perhaps a cheatsheet would help.
 

I’ve not used timers in combat – if a player is having trouble deciding what they’re going to do, or have to look something up, I will give the option to bump them to after the next player goes, giving them more time to decide. Generally, just asking them that is enough for them to decide on something.

What I do use a timer for is when there’s a countdown – if a portal is about to open and spew demons everywhere, or they’re trying to defuse some sort of bomb, or they only have five minutes until reinforcements arrive. Then I have this loud analog timer I wind up. The ticking sound it makes and harsh ringing work nicely to ramp up the tension.
 

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