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<blockquote data-quote="Locutus Zero" data-source="post: 5455176" data-attributes="member: 100080"><p>I have one player in particular who really has a need to find the optimum best possible combination of actions. He thinks moves ahead and spends forever trying to chose between two nearly equal choices. Of course, he picked a complicated Warlock build.</p><p></p><p>He is aware that it bogs the game down and has started doing his best to keep things moving. At one point early on he told me he hoped his turn would get faster as he got a better handle on the game and his character. I told him that instead he should make his turns quicker, and it would be the effectiveness of his turns that would get better as he learned more. That made sense to him, and now he only goes back into super slow mode when he thinks things are really really on the line, like someone has already failed one death save. Whenever it seems appropriate I'll just nudge him verbally.</p><p></p><p>Early on I thought about a penalty and/or reward system, but I couldn't come up with a system that didn't involve me making a judgement call each turn. How ready is ready? What if they are ready, but then realize something halfway through a move that wasn't clear and have to rethink? How do I account for the fact that some classes are just simpler to play than others? I didn't want people getting upset that I wasn't being fair, so I ended up not doing any kind of system.</p><p></p><p>My advice is, ask all the players how they feel about how long turns take. If everyone agrees that they are taking too long, have everyone agree to follow some guidelines (be ready on your turn, figure out line of sight questions while it isn't your turn, etc). For me, the key was not to make it a question of me chastising or rewarding players, but everyone agreeing they'd like things to be faster and everyone thinking up ways to make that happen.</p><p></p><p>Edit: two ideas to keep things moving: 1) Use a whiteboard everyone can see that orders PCs and enemies in turn order (add the enemies as their turn order is discovered in the first round). I have whoever is keeping up with health take responsibility for the turn order as well. 2) When you announce that it is Player A's turn, also announce that Player B is up next.</p></blockquote><p></p>
[QUOTE="Locutus Zero, post: 5455176, member: 100080"] I have one player in particular who really has a need to find the optimum best possible combination of actions. He thinks moves ahead and spends forever trying to chose between two nearly equal choices. Of course, he picked a complicated Warlock build. He is aware that it bogs the game down and has started doing his best to keep things moving. At one point early on he told me he hoped his turn would get faster as he got a better handle on the game and his character. I told him that instead he should make his turns quicker, and it would be the effectiveness of his turns that would get better as he learned more. That made sense to him, and now he only goes back into super slow mode when he thinks things are really really on the line, like someone has already failed one death save. Whenever it seems appropriate I'll just nudge him verbally. Early on I thought about a penalty and/or reward system, but I couldn't come up with a system that didn't involve me making a judgement call each turn. How ready is ready? What if they are ready, but then realize something halfway through a move that wasn't clear and have to rethink? How do I account for the fact that some classes are just simpler to play than others? I didn't want people getting upset that I wasn't being fair, so I ended up not doing any kind of system. My advice is, ask all the players how they feel about how long turns take. If everyone agrees that they are taking too long, have everyone agree to follow some guidelines (be ready on your turn, figure out line of sight questions while it isn't your turn, etc). For me, the key was not to make it a question of me chastising or rewarding players, but everyone agreeing they'd like things to be faster and everyone thinking up ways to make that happen. Edit: two ideas to keep things moving: 1) Use a whiteboard everyone can see that orders PCs and enemies in turn order (add the enemies as their turn order is discovered in the first round). I have whoever is keeping up with health take responsibility for the turn order as well. 2) When you announce that it is Player A's turn, also announce that Player B is up next. [/QUOTE]
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