TikkchikFenTikktikk
First Post
The three things that keep combat moving:
Having a firm hand is important. Being a parent helps. Don't be afraid to implement a pseudo-real time system or bring a timer to the table for a few sessions if the problem is really bad. If they run out of time or take "too long" (arbitrarily determined by you) they get dropped to the bottom of the initiative or lose their turn completely.
- Make sure players know where they are in the initiative order. Use a tool to track initiative that is visible to the players.
- As a player is taking his turn, remind the next player that they are "on deck" and should be readying their actions.
- Run interesting combats:
- cool monsters that move around and have cool effects
- banter between monsters and PCs
- interesting and dynamic terrain
[*}and monsters that have a strategy, use tactics, and run or surrender instead of fighting to the death (consider using a simple morale system)
Having a firm hand is important. Being a parent helps. Don't be afraid to implement a pseudo-real time system or bring a timer to the table for a few sessions if the problem is really bad. If they run out of time or take "too long" (arbitrarily determined by you) they get dropped to the bottom of the initiative or lose their turn completely.