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Do your combats take a lot of Real Time to play out? Why?
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<blockquote data-quote="EP" data-source="post: 2914542" data-attributes="member: 41744"><p>I'm afraid my group runs into the same problem as yours, Quas: too many questions. Uncertaintly and constantly trying to figure out if that one action will be the perfect one always seems to slow things down dramatically. I've been working to speed it up and hold them to a reasonable time limit - I have a skull-shaped hourglass and I turn it over whenever they start getting indecisive. It holds about 30 seconds worth of sand and if they haven't announced their actions by that time, they lose their turn.</p><p></p><p>I tried to explain this to the players once: your characters must be thinking at a mile/second and so your tactics as players should match that. You don't have time to think about 20 options before making a move, you have to evaluate the scene quickly and MOVE or else your enemies will pounce all over you. To prove me point, I pulled out my watch and asked someone to grab something from the fridge down the hall. He came back in about 15 seconds. I pointed out it took him 2.5 rounds to get milk. Ever since then, they've been better and take the hint when I turn the glass.</p><p></p><p>But I'm curious to start timing the combat next time. When that happens, I'll post it and compare to what everyone else finds.</p></blockquote><p></p>
[QUOTE="EP, post: 2914542, member: 41744"] I'm afraid my group runs into the same problem as yours, Quas: too many questions. Uncertaintly and constantly trying to figure out if that one action will be the perfect one always seems to slow things down dramatically. I've been working to speed it up and hold them to a reasonable time limit - I have a skull-shaped hourglass and I turn it over whenever they start getting indecisive. It holds about 30 seconds worth of sand and if they haven't announced their actions by that time, they lose their turn. I tried to explain this to the players once: your characters must be thinking at a mile/second and so your tactics as players should match that. You don't have time to think about 20 options before making a move, you have to evaluate the scene quickly and MOVE or else your enemies will pounce all over you. To prove me point, I pulled out my watch and asked someone to grab something from the fridge down the hall. He came back in about 15 seconds. I pointed out it took him 2.5 rounds to get milk. Ever since then, they've been better and take the hint when I turn the glass. But I'm curious to start timing the combat next time. When that happens, I'll post it and compare to what everyone else finds. [/QUOTE]
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Do your combats take a lot of Real Time to play out? Why?
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