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<blockquote data-quote="Sunseeker" data-source="post: 7341524"><p>"Mistakes" are, in my group, narrated after-the-fact of missing a roll. "Mistakes" are not Bob choosing a target at the beginning of the round, Bill killing the target before Bob acts, and then Bob getting to do nothing on his turn. That's a failure of the system, not a "mistake" on behalf of Bob choosing the wrong target (which at the time, wasn't a mistake because the Orc was alive at the time of the Action Declaration). I wouldn't mind Bob declaring "I will attack!" at the start of the round, but I wouldn't constrain him to a single target, or a single method of action. That's a sure-fire way to screw over Bob without any fundamental gain to the table. I expect players to make decisions based on information they can reasonably obtain. That Orc C would be dead when Bob's turn comes around is not <em>always</em> information Bob can obtain at the start of the round, and therefore not information I expect Bob to make a decision based on. </p><p></p><p>5 IRL minutes was <em>not</em> an exaggeration. I usually allow 1 minute per turn. In a 4-5 person game, this can reasonably translate to literally 5 minutes from the start of a round to the end of a round. I encourage people to take faster turns if they can, but I don't mandate it. I <em>hope</em> that between turns, when Bill kills Orc C, Bob is evaluating the situation and speeding up his ability to make a decision on his turn. IMO: battles become <em>less</em> chaotic the longer they move on. They fall into rhythm, enemy goals and tactics become clearer, and the reduction in enemy numbers reduces decision paralysis. Denying Bob his turn when frankly, he should be able to make a <em>new</em> decision <em>faster</em> than before, is just silly.</p><p></p><p>If I'm not going to let Bob play because Bob picks the wrong targets, Bob is going to ask himself why he's attending. That's a question I don't want players to start asking themselves in my games.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7341524"] "Mistakes" are, in my group, narrated after-the-fact of missing a roll. "Mistakes" are not Bob choosing a target at the beginning of the round, Bill killing the target before Bob acts, and then Bob getting to do nothing on his turn. That's a failure of the system, not a "mistake" on behalf of Bob choosing the wrong target (which at the time, wasn't a mistake because the Orc was alive at the time of the Action Declaration). I wouldn't mind Bob declaring "I will attack!" at the start of the round, but I wouldn't constrain him to a single target, or a single method of action. That's a sure-fire way to screw over Bob without any fundamental gain to the table. I expect players to make decisions based on information they can reasonably obtain. That Orc C would be dead when Bob's turn comes around is not [I]always[/I] information Bob can obtain at the start of the round, and therefore not information I expect Bob to make a decision based on. 5 IRL minutes was [I]not[/I] an exaggeration. I usually allow 1 minute per turn. In a 4-5 person game, this can reasonably translate to literally 5 minutes from the start of a round to the end of a round. I encourage people to take faster turns if they can, but I don't mandate it. I [I]hope[/I] that between turns, when Bill kills Orc C, Bob is evaluating the situation and speeding up his ability to make a decision on his turn. IMO: battles become [I]less[/I] chaotic the longer they move on. They fall into rhythm, enemy goals and tactics become clearer, and the reduction in enemy numbers reduces decision paralysis. Denying Bob his turn when frankly, he should be able to make a [I]new[/I] decision [I]faster[/I] than before, is just silly. If I'm not going to let Bob play because Bob picks the wrong targets, Bob is going to ask himself why he's attending. That's a question I don't want players to start asking themselves in my games. [/QUOTE]
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