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How to prevent time wasting in a session?
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<blockquote data-quote="Badwe" data-source="post: 4724514" data-attributes="member: 61762"><p>this is something my group struggles with constantly. we joke about busting out sand timers, and i've even bought some (they're surreptitiously presented as being for our boardgames). Sometimes people just can't seem to think about their turn except when it is their turn. I've tried a couple different things.</p><p></p><p>1. taking my own turn incredibly fast, as though i'd been planning it since my last turn was over (imagine that)</p><p></p><p>2. Getting interested in other player's turns: "Holy cow, you clobbered that guy!" "we'd better set up a flank and take them down" "Thanks for the heal, i needed it!"</p><p></p><p>3. Doing the math for them. If someone in your group is obstinate enough to do the math EVERY SINGLE TIME, just memorize _their_ base +to hit and +damage and just helpfully call it out when you start to see them do the finger dance. One of the people in our group seems to do the bullet scene from clue every time he calculates an ability.</p><p></p><p>4. Rolling damage and attack in the same roll. This one has gotten some flack because D&D players are superstitious and believe that doing this somehow weakens the quality of one roll or the other (D&D is one place i will permit superstition since it usually results in hilarity).</p><p></p><p>5. Going late. This is only effective if your slowpokes are also the ones with the earliest bed time. Effectively, if they agree to an encounter, it's likely no one will want to stop in the middle (too much bookkeeping), so if you've got the fort save to keep going, make them stick it out and they might suddenly get motivated to be prepared.</p><p></p><p>6. Get what you can out of the DM. The DM has a vested interest in providing a fun experience, which means not taking forever. You can legitimately ask the DM, who effectively accounts for half of the table, to try and help speed things up. Both myself and our current DM have gotten the knack for uttering quick descriptions while also moving a mini and rolling dice.</p><p></p><p></p><p>Those are the best i can come up with. are they effective? to a certain extent they can be, but one of the frustrating things about home games is you often have to deal with varying levels of interest, and some people in your group just may not be as into D&D as you to take lowering turn time seriously.</p></blockquote><p></p>
[QUOTE="Badwe, post: 4724514, member: 61762"] this is something my group struggles with constantly. we joke about busting out sand timers, and i've even bought some (they're surreptitiously presented as being for our boardgames). Sometimes people just can't seem to think about their turn except when it is their turn. I've tried a couple different things. 1. taking my own turn incredibly fast, as though i'd been planning it since my last turn was over (imagine that) 2. Getting interested in other player's turns: "Holy cow, you clobbered that guy!" "we'd better set up a flank and take them down" "Thanks for the heal, i needed it!" 3. Doing the math for them. If someone in your group is obstinate enough to do the math EVERY SINGLE TIME, just memorize _their_ base +to hit and +damage and just helpfully call it out when you start to see them do the finger dance. One of the people in our group seems to do the bullet scene from clue every time he calculates an ability. 4. Rolling damage and attack in the same roll. This one has gotten some flack because D&D players are superstitious and believe that doing this somehow weakens the quality of one roll or the other (D&D is one place i will permit superstition since it usually results in hilarity). 5. Going late. This is only effective if your slowpokes are also the ones with the earliest bed time. Effectively, if they agree to an encounter, it's likely no one will want to stop in the middle (too much bookkeeping), so if you've got the fort save to keep going, make them stick it out and they might suddenly get motivated to be prepared. 6. Get what you can out of the DM. The DM has a vested interest in providing a fun experience, which means not taking forever. You can legitimately ask the DM, who effectively accounts for half of the table, to try and help speed things up. Both myself and our current DM have gotten the knack for uttering quick descriptions while also moving a mini and rolling dice. Those are the best i can come up with. are they effective? to a certain extent they can be, but one of the frustrating things about home games is you often have to deal with varying levels of interest, and some people in your group just may not be as into D&D as you to take lowering turn time seriously. [/QUOTE]
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