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<blockquote data-quote="Oryan77" data-source="post: 4112860" data-attributes="member: 18701"><p>I had a guy who played a couple sessions with us mock me for doing this. I was trying to spice up the roleplaying during combat since they were tactical humanoids and the guy said something like, "Don't you love it when the enemy blurts out what they are going to do next." I think I just had an NPC tell another NPC to flank one of the PCs. This player was just trying to make me look like a dumb DM.</p><p></p><p>I like the house rules you guys use. I'd consider using the speak on your turn rule but some players aren't the best tacticians so I don't mind the out of game advice even if it's out of turn. But I like your idea.</p><p></p><p>I had a problem with certain players trying to tell other players what to do during combat. And they'd sit there for 10 minutes trying to figure out the best possible strategy. I don't know how many times I had to say "come on man, what are you gonna do". I went as far as implementing a rule where they can't take a spell template and reposition it until they figure out the perfect location to cast an area spell. Now they have to immediately point at a squares intersection to determine where they center a spell, then lay the template there to see what it hits. I like that so much more and it helped speed things up.</p><p></p><p>Although the first session I implemented this rule in, the same player that took 10 minutes perfecting his action decided to secretly use a clear area on the battlemat to make a mock floorplan of the current fight and figure out exactly where his area spell should go in order to perfectly hit every NPC & miss every PC. Which yes, it would help speed up combat, but I also wanted to avoid players doing the "perfectly laid out area spell" which he knew. I replaced him with a new player though. If combat still seems slow I might have to use some of your groups rules  <img src="http://www.enworld.org/forum/images/smilies/nervous.png"  class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh    :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="Oryan77, post: 4112860, member: 18701"] I had a guy who played a couple sessions with us mock me for doing this. I was trying to spice up the roleplaying during combat since they were tactical humanoids and the guy said something like, "Don't you love it when the enemy blurts out what they are going to do next." I think I just had an NPC tell another NPC to flank one of the PCs. This player was just trying to make me look like a dumb DM. I like the house rules you guys use. I'd consider using the speak on your turn rule but some players aren't the best tacticians so I don't mind the out of game advice even if it's out of turn. But I like your idea. I had a problem with certain players trying to tell other players what to do during combat. And they'd sit there for 10 minutes trying to figure out the best possible strategy. I don't know how many times I had to say "come on man, what are you gonna do". I went as far as implementing a rule where they can't take a spell template and reposition it until they figure out the perfect location to cast an area spell. Now they have to immediately point at a squares intersection to determine where they center a spell, then lay the template there to see what it hits. I like that so much more and it helped speed things up. Although the first session I implemented this rule in, the same player that took 10 minutes perfecting his action decided to secretly use a clear area on the battlemat to make a mock floorplan of the current fight and figure out exactly where his area spell should go in order to perfectly hit every NPC & miss every PC. Which yes, it would help speed up combat, but I also wanted to avoid players doing the "perfectly laid out area spell" which he knew. I replaced him with a new player though. If combat still seems slow I might have to use some of your groups rules :heh: [/QUOTE]
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