Quickleaf
Legend
Our last few sessions I've noticed the turns for my divination wizard & druid players taking significantly longer. The usual culprits seem to be certain divination spells like arcane eye, commune with nature, or scrying; but others are things like reading the fine print on Leomund's tiny hut, Mordenkainen's private sanctum, or rope trick; or a player narrating heroes' feast and describing the many effects it has.
I appreciate that the spotlight moves, lingers, and moves again. While some of this may be situational (delving aboveground ruined cities, players have some control over when they long rest, players having some control over how much risk they take on during an adventuring day), I am noticing a trend for my 11th level group, with the primary casters taking longer to resolve their turns than the rogue or paladin players. All experienced players who've been running these PCs for a while together.
Which spells do you notice eat the most table time? Which should I watch out for and anticipate?
How do you handle arcane eye and similar spells without it taking forever?
Have you noticed a discrepancy in turn length for primary casters vs. non-primary casters, and how have you addressed it (if at all)?
I appreciate that the spotlight moves, lingers, and moves again. While some of this may be situational (delving aboveground ruined cities, players have some control over when they long rest, players having some control over how much risk they take on during an adventuring day), I am noticing a trend for my 11th level group, with the primary casters taking longer to resolve their turns than the rogue or paladin players. All experienced players who've been running these PCs for a while together.
Which spells do you notice eat the most table time? Which should I watch out for and anticipate?
How do you handle arcane eye and similar spells without it taking forever?
Have you noticed a discrepancy in turn length for primary casters vs. non-primary casters, and how have you addressed it (if at all)?