How do YOU stay focused?

I can't imagine a group in which all the players are "lawful" enough to accept the use of a timer. The old "you should have enough time to decide what to do while you're waiting" just doesn't work with a lot of people. Explaining that your character is also in a high pressure situation with only seconds to decide what to do also doesn't work.

Unless you're with a group of people that all have the same mindset, combat is going to take a long ol' time.
 

log in or register to remove this ad

As far as keeping the decision process moving along, we leave it up to the DM. In theory, we've got 30 seconds to decide what to do. In practise, you have as much time to clarify what you're seeing and explain what you're doing. If you sit there staring and drooling, though, the DM will count "5... 4... 3... 2... 1... Removing you from the initiative (holding)".

Some exceptions are made. The guy who got killed and brought in a 7th level cleric is free to look up his spells for some specifics -- for a couple of sessions. Things like that.
 

I find 3E combat to be frustratingly slow at times. There are so many tiny modifiers everywhere that it is hard to determine the best action. The existence of feats means that it is difficult to eliminate these modifiers, as you are likely reducing or eliminating the effectiveness of a feat. This seems almost inherent in the rules, and unless you are totally familiar with the system it is really hard to avoid slowdown here.

For me I found the best way to avoid this kind of slowdown was to try to put any rule considerations beyond 'how far can I move' behind me. I try not to think 'what will be the best numerically' but instead make a conscious effort to ignore that and ask instead 'what does my character think is the best option'. The character isn't going to be able to calculate the hit percentage or whatnot before they decide to act. Eventually through experience the character's actions and the numerically advantageous actions will tend to merge, as I begin to learn from mistakes.

Of course, this may not apply to every individual (I have one friend who is notorious for simply being indecisive in any situation, In game or IRL) but I find that it at least reduces the pressure on me to think of every combination of rules-allowable manuevers before acting.

Edit: Plus, this keeps me role-playing through what can easily become a tactical wargame.
 
Last edited:

We don't really stay all that focused. In larger groups, it's a problem for us. When we're playing "just the guys" without our wives, things seem to move fairly quickly. ;) I better not make any editorials there...
 


We don't seem to have that problem. But I guess, it's because one of the players is of the type that they like to use summoned monsters and Mordenkainen's (Sp? Sorry Mr. Gygax) Sword.

So, I have plenty of time to:
1) Figure out what my character wants to do.
2) Eat a nice meal
3) Take a nap
4) Alphabetize my cd collection
5) Read "War and Peace"
and 6) Detail my car

before she gets anywhere NEAR done with her turn. *shrugs*
 


We just rule that holding an action is a viable option in combat and if you can't decide what to do relatively quickly when your turn comes up then that is what your character is doing in the confusion of combat, trying to get his bearings. Usually the DM will say "Come on, 6, 5, 4," and when he gets to 1 you are out of luck. Most people decide to attack the nearest threat in our games.

It works well and keeps the pace going in our frenetic combats.
 

Two simple rules

- If you are casting a spell, you have to have the book open to that page. Even if you have no questions, the DM might. If you don't have the book open, we go to the next person in initiative order.
- Any more than six seconds contemplating and we go to the next person in the init. list.

Once someone is skipped, we go back to them to see if they are ready. Also, if people are carefully counting squares, feel free to say "Come on, we ain't playing chess here. Just tell me where your character is moving" Someone getting an optimal movement or placement of a spell is much less important than keeping the game moving.

THis is how I keep it rolling for seven players.
 

How about this...

If the player does his action within 5 seconds, he has a +1 on ONE of his rolls (or +1 on targets save DC, from ONE spell).

This way, you don't penalize if someone takes his time, you REWARD those making things move ahead. Some player might say :"Fine, I don't care about your stupid +1" but then, after watching decisive players getting all those nifty plush-ones, I'm purty darn shure he will tag along.

I just made that up, and will apply it to my games. I have this one player who likes taking his time. Great gamer. Just a bit slow.
 

Remove ads

Top