Killing PC's can also speed things up. "You three, meteors fall on you and you left home without your umbrella so you're dead. You two were wearing helmets so roll initiative, this should be fast."
I don't think it's so much the speed people are objecting to, as it is the fun factor. Not doing anything during your turn is not fun. I don't really have a problem with daze as is, but stun is just too harsh of a condition that just makes a player bored.
From a time perspective, stun doesn't really speed up anything either. One player not taking a turn means someone else is going to need another turn to take down the enemies. And it does slow things down because it's a turn where you are not synergizing with anyone. You don't get to use the bonus the leader just handed out, you don't get to move in position to flank with your rogue, you don't get to mark anything or make opportunity attacks. Without synergy, your party is just going to do less damage, taking longer to clear out the encounter.
If your team mates are too selfish to move and grant a save for you, hire a torch bearer to lurk in the back ground and run out to grant you a save.
Your points are good, but the main culprit of slowing down play is the full-stop of a player choosing what he wants to do - I think the things you mention would only be a blip on the radar, not to mention they cut both ways (the monsters get stunned too).
That is exactly the sort of thing a house-rule can fix. How about - if the PC fails a save against STUNNED on his initiative, the PC is considered to be "holding his actions until he can take them"?I agree - the real problem is the frustration of having to wait two full cycles of everyone but you interacting with the game.
Another option for Dazed is to lose a move action or a standard action.
Comments?
hmm... I don't get it.
I find daze and stunned speeds things up; I mean what could be faster?
On the other hand, stunning is the only way for an opponent to stop a sustained action.
On the other hand, stunning is the only way for an opponent to stop a sustained action.
You can still move twice while sustaining (assuming sustain minor, which most abilities are)Well, no. He can also force the use of actions for something else. Slapping down a damaging zone on a dazed character is likely to make them move rather than sustain, for instance.