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General Tabletop Discussion
*Pathfinder & Starfinder
How meticulous can the planning be in a six-second combat round?
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<blockquote data-quote="KarinsDad" data-source="post: 4981129" data-attributes="member: 2011"><p>This reasoning is flawed.</p><p></p><p>The ability to actually fight has zip, zilch, nada to do with making good tactical decisions in a game.</p><p></p><p>This is done with experience and knowledge "of playing the game", not with actual real life experience and knowledge fighting.</p><p></p><p></p><p>There is nothing wrong with experienced players helping out new players, but the DM should not let that get out of hand. There is nothing wrong with a player making an in character suggestion to another player on the first players turn.</p><p></p><p>I just think that every player should typically be allowed to make their own decisions without the group mind picking it apart or shouting out suggestions or whatever on that player's turn.</p><p></p><p>If a group decides, no, they want to table talk, that's ok for that group. As a DM though, I discourage it. I want the players to make their suggestions in character, not out of character. I want the players to make their suggestions on their turn, not out of turn.</p><p></p><p>I think this enables every player at the table to make their own decisions, to learn from mistakes, to expand as players, and to exalt in their successes without being tactical slaves of the more forceful and possibly more experienced players.</p><p></p><p>When the group mind makes the decision, the successes are not as individual and not as sweet for the player.</p><p></p><p>Note: there is nothing wrong with a little table talk. It's inevitable. But, it shouldn't be happening every round.</p><p></p><p></p><p>To the players who want or need to offer advice, I would say that on your turn, you get to decide for your PC. Give every other player the same opportunity and respect on their turn.</p><p></p><p>Table talk often is the result of one or two players attempting to enforce their will or their ideas on the group in the name of helping others out or in the name of better tactics. In reality, it's mostly just them trying to insert themselves into someone else's moment to shine. IMO.</p><p></p><p>Let each player shine on their own turn. It's their turn, not anyone elses.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4981129, member: 2011"] This reasoning is flawed. The ability to actually fight has zip, zilch, nada to do with making good tactical decisions in a game. This is done with experience and knowledge "of playing the game", not with actual real life experience and knowledge fighting. There is nothing wrong with experienced players helping out new players, but the DM should not let that get out of hand. There is nothing wrong with a player making an in character suggestion to another player on the first players turn. I just think that every player should typically be allowed to make their own decisions without the group mind picking it apart or shouting out suggestions or whatever on that player's turn. If a group decides, no, they want to table talk, that's ok for that group. As a DM though, I discourage it. I want the players to make their suggestions in character, not out of character. I want the players to make their suggestions on their turn, not out of turn. I think this enables every player at the table to make their own decisions, to learn from mistakes, to expand as players, and to exalt in their successes without being tactical slaves of the more forceful and possibly more experienced players. When the group mind makes the decision, the successes are not as individual and not as sweet for the player. Note: there is nothing wrong with a little table talk. It's inevitable. But, it shouldn't be happening every round. To the players who want or need to offer advice, I would say that on your turn, you get to decide for your PC. Give every other player the same opportunity and respect on their turn. Table talk often is the result of one or two players attempting to enforce their will or their ideas on the group in the name of helping others out or in the name of better tactics. In reality, it's mostly just them trying to insert themselves into someone else's moment to shine. IMO. Let each player shine on their own turn. It's their turn, not anyone elses. [/QUOTE]
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How meticulous can the planning be in a six-second combat round?
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