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<blockquote data-quote="Charlaquin" data-source="post: 7333819" data-attributes="member: 6779196"><p>Oh wow, that’s <em>way</em> more time than I give my players. <em>And</em> you give them a second chance by bumping them to the back of the line? I don’t time new players, but once they’ve been at it long enough to know the basics of the game and their character’s abilities, I don’t give them more than a few seconds. You’ve had a whole round to think about what to do, now it’s your turn, use it or lose it. But then, I really hate indecision ruinging the flow of the action. I assume if you give players that much time it must not bother you as much as it does me.</p><p></p><p>Anyway, while it might not seem like it makes a big difference, my experience has been that it really does. I highly recommend trying it, at least for one session to see if it feels better than (or worse than) you expect. Even without the speed factor part if you’re worried about that adding too much unnecessary complexity. Just have everyone declare an action at the top of the round (Attack, Cast a Spell, Dash, Disengage, Dodge, Hide, Search, Use an Object, or Improvise an Action.) Don’t make them declare how they’ll use that action, any bonus actions, or if or where they’ll move. Just say what Action you’re going to take, and roll +Dex. You also declare for the monsters in groups (the goblins are going to Attack, the shaman is going to Cast a Spell). Everyone keeps track of their own number. Count down from 25 or so, and the players stop you when you say their number. On their turns they can move and use Bonus Actions as they like, but must use either their declared action or Ready a different action. See if it reduces analysis paralysis.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7333819, member: 6779196"] Oh wow, that’s [i]way[/i] more time than I give my players. [i]And[/i] you give them a second chance by bumping them to the back of the line? I don’t time new players, but once they’ve been at it long enough to know the basics of the game and their character’s abilities, I don’t give them more than a few seconds. You’ve had a whole round to think about what to do, now it’s your turn, use it or lose it. But then, I really hate indecision ruinging the flow of the action. I assume if you give players that much time it must not bother you as much as it does me. Anyway, while it might not seem like it makes a big difference, my experience has been that it really does. I highly recommend trying it, at least for one session to see if it feels better than (or worse than) you expect. Even without the speed factor part if you’re worried about that adding too much unnecessary complexity. Just have everyone declare an action at the top of the round (Attack, Cast a Spell, Dash, Disengage, Dodge, Hide, Search, Use an Object, or Improvise an Action.) Don’t make them declare how they’ll use that action, any bonus actions, or if or where they’ll move. Just say what Action you’re going to take, and roll +Dex. You also declare for the monsters in groups (the goblins are going to Attack, the shaman is going to Cast a Spell). Everyone keeps track of their own number. Count down from 25 or so, and the players stop you when you say their number. On their turns they can move and use Bonus Actions as they like, but must use either their declared action or Ready a different action. See if it reduces analysis paralysis. [/QUOTE]
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