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<blockquote data-quote="Flamestrike" data-source="post: 9008628" data-attributes="member: 6788736"><p><strong>Me to that player. </strong>Please record it on your character sheet. If you take too long to tell me what your initiative score is next time, I'll set it to 1.</p><p></p><p><strong>Me to player 3.</strong> Please pay attention to the table Mate. Im not going to repeat myself. Your initiative count is being set to 1, because obviously you don't know what's happening. Speak to (another player) about what's happening in the mean time. Next time it happens I'll set it to 1 and your PC will also be surprised.</p><p></p><p></p><p>No it <em>wont </em>go on like that. Initiative is something rolled several times per session. It's a single number usually between 1 and 5.</p><p></p><p>Record it on your character sheet in the section its supposed to go in. Add it to a roll. If you cant get that right, or you take too long, <strong>you go on 1.</strong></p><p></p><p>I write them down on a bit of paper, then tick off high to low as I go, placing a tick next to each number. Once everyone has a tick, I restart.</p><p></p><p>And around about this time, I've finished my slow count down from 6 and Bobs Wizard takes the Dodge action, and his turn ends.</p><p></p><p>He'll learn next time.</p><p></p><p>And around about this time, I've finished my slow count down from 6 and Steves Rogue takes the Dodge action, and his turn ends.</p><p></p><p>If Steve wanted to race to the creature, jump and stab it, he simply tells me he does that.</p><p></p><p>He'll learn next time.</p><p></p><p>Oh not at all.</p><p></p><p>Once the above happens just the once, I assure you they start paying attention at the table, and spending time away from the table to know their PCs abilities.</p><p></p><p>This is all discussed in session zero by the way. I use a turn timer on PC turns, and have an expectation that Players know thier PCs abilities, the rules of the game and dont waste time.</p><p></p><p>Im happy over the first 3 levels or so to help out new players of course (they get a much more relaxed turn counter, and Im happy to pause it to explain how a class feature or rule works). After explaining a feature once or twice though, the expectation is on the player to manage their own character.</p><p></p><p>Time wasting only happens because the DM allows it to happen. Explain to them at session zero that you have an expectation that they wont drag their feet during combat, are expected to know their abilities and modifiers, and that they'll be on a turn counter during combat.</p><p></p><p>If they dont want to play that game, fine. That's what session zero is for, and I wind up with players that are not staring at their phones or refusing to understand the rules of the class their playing.</p><p></p><p></p><p></p><p>Not my problem as DM. That's a player problem.</p><p></p><p>If you want to multi-class know your abilities. I'm not waiting around for you on your turn.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 9008628, member: 6788736"] [B]Me to that player. [/B]Please record it on your character sheet. If you take too long to tell me what your initiative score is next time, I'll set it to 1. [B]Me to player 3.[/B] Please pay attention to the table Mate. Im not going to repeat myself. Your initiative count is being set to 1, because obviously you don't know what's happening. Speak to (another player) about what's happening in the mean time. Next time it happens I'll set it to 1 and your PC will also be surprised. No it [I]wont [/I]go on like that. Initiative is something rolled several times per session. It's a single number usually between 1 and 5. Record it on your character sheet in the section its supposed to go in. Add it to a roll. If you cant get that right, or you take too long, [B]you go on 1.[/B] I write them down on a bit of paper, then tick off high to low as I go, placing a tick next to each number. Once everyone has a tick, I restart. And around about this time, I've finished my slow count down from 6 and Bobs Wizard takes the Dodge action, and his turn ends. He'll learn next time. And around about this time, I've finished my slow count down from 6 and Steves Rogue takes the Dodge action, and his turn ends. If Steve wanted to race to the creature, jump and stab it, he simply tells me he does that. He'll learn next time. Oh not at all. Once the above happens just the once, I assure you they start paying attention at the table, and spending time away from the table to know their PCs abilities. This is all discussed in session zero by the way. I use a turn timer on PC turns, and have an expectation that Players know thier PCs abilities, the rules of the game and dont waste time. Im happy over the first 3 levels or so to help out new players of course (they get a much more relaxed turn counter, and Im happy to pause it to explain how a class feature or rule works). After explaining a feature once or twice though, the expectation is on the player to manage their own character. Time wasting only happens because the DM allows it to happen. Explain to them at session zero that you have an expectation that they wont drag their feet during combat, are expected to know their abilities and modifiers, and that they'll be on a turn counter during combat. If they dont want to play that game, fine. That's what session zero is for, and I wind up with players that are not staring at their phones or refusing to understand the rules of the class their playing. Not my problem as DM. That's a player problem. If you want to multi-class know your abilities. I'm not waiting around for you on your turn. [/QUOTE]
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