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<blockquote data-quote="Goonalan" data-source="post: 5455427" data-attributes="member: 16069"><p>I give a +1 To Hit for describing the action, and another +1 to damage if the PCs keep in game RP for the whole of their round and make it sound coolio. I do something similar for Skill Checks.</p><p></p><p>For slow play I generally let the player know he has 1 minute more (or whatever) and then he gets skipped (I used to just move them down the initiative order), while it sounds heartless and cruel I'm more often than not able to do all actions for all of my bad guys in the time it takes a single player to complete their turn (two players tops), and generally there are more bad guys than players on the map.</p><p></p><p>I've had problems with slow play in the past but the above has worked for me, when a player misses a turn- which has only happened maybe three or four times in 50+ sessions then... they speed up. I usually point out that a round represents 6 seconds of play, they don't have time to weigh up every option.</p><p></p><p>With the big dramatic fights I give the PCs five minutes down time to talk tactics, once the fight starts however there's no stopping.</p><p></p><p>I've tried and rejected the stopwatch method that didn't work for us- some of the players seem to have a much easier time of it- from experience its the Defenders that play quicker than most (as I say just my experience). Anyone with Area/Blast/Burst et al spends an extra 30 secs plus counting squares and looking for the optimum effect.</p><p></p><p>Cheers Goonalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5455427, member: 16069"] I give a +1 To Hit for describing the action, and another +1 to damage if the PCs keep in game RP for the whole of their round and make it sound coolio. I do something similar for Skill Checks. For slow play I generally let the player know he has 1 minute more (or whatever) and then he gets skipped (I used to just move them down the initiative order), while it sounds heartless and cruel I'm more often than not able to do all actions for all of my bad guys in the time it takes a single player to complete their turn (two players tops), and generally there are more bad guys than players on the map. I've had problems with slow play in the past but the above has worked for me, when a player misses a turn- which has only happened maybe three or four times in 50+ sessions then... they speed up. I usually point out that a round represents 6 seconds of play, they don't have time to weigh up every option. With the big dramatic fights I give the PCs five minutes down time to talk tactics, once the fight starts however there's no stopping. I've tried and rejected the stopwatch method that didn't work for us- some of the players seem to have a much easier time of it- from experience its the Defenders that play quicker than most (as I say just my experience). Anyone with Area/Blast/Burst et al spends an extra 30 secs plus counting squares and looking for the optimum effect. Cheers Goonalan [/QUOTE]
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