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Do you use timers in combat?

Given that it takes myself quite some time to resolve my combat turns, I never felt it would be a good idea to introduce timers in my games. If a player consistently takes very long to decide on what to do, I've sometimes ruled that she's taking the 'delay action' for the time being. Looking up rules is something I try to avoid during combat. I feel it's better to make a ruling on the fly to keep the action going and look it up after combat or even better after the session. As always, there are exceptions.
 

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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.

I never use timers.

I had a few cases as a player in the past of DMs using timers, and I absolutely utterly HATED them. They create a kind of pressure and stress that for me is not enjoyable. When I play a RPG I like the thinking aspects, and timers pretty much cut the thinking opportunities. Obviously, I am not trying to say that a player should take an hour to resolve a combat turn, but neither I want to have a hard limit.
 

If a player is being indecisive or inattentive, I start counting to six. If they don't declare an action in that time, then they have taken some sort of 'delay' action automatically.

But I don't keep a timer going generally, just occasionally verbally use one to remind a player that other players are waiting on them.
 

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