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PC discussing strategy while in melee

Is it legal to shout, out of turn?

  • No. Wait your turn to shout out tactics!

    Votes: 28 41.8%
  • Yes. Shout whenever you please.

    Votes: 39 58.2%

Seems to me that it all depends on how experienced your players are. Years ago I was playing with a group who knew the rules inside out, so the GM would enforce no talking out of character, no delay in deciding actions, etc. It worked and gave combats and traps an air of urgency. Example: GM: "You open the door and see a glint of light..." Player: "I slam the door!" GM: ("Rats, he avoided my mirror of life-trapping.")

For inexperienced players, however, this method can lead to considerable frustration. If a player is trying a new class, or has just gained a new level, he may not know what his character can do, much less what he should do. I'd suggest that GM's should adapt the rules to the players, tightening things up as the players (and the GM) improve.
 

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I have no clue what option I voted, I tried to vote, and my computer messed up, when I got back on, it said that I voted ...

As a DM, I would allow it.

As a player, I do it anyway :D
 

caliban siad:
I allow them to talk about tactics out of character when the combat is going on. This is because the PC's spend a lot more time together in the game world, and experienced adventurer's would have worked out many tactics or ploys between fights.

yeah, right on! That's how I run the game too. I also allow much role-playing talk with the baddies before initiative is rolled. That's pretty much why we play the game anyway, to interact. When we get down to dice rolling, they can banter all they want, and the baddies can take all the 'free action' talking and taunting (so long as any of this doesn't effect the game mechanics in any way)
I would encourage everyone to try playing the game this way. It makes battles much more fun and exciting and not just a bunch of rolls. But then again, I also allow 'on-the-fly' circumstance bonusues to just about anything to encourage clever thinking in just about any situaution, especially combat. This really brings out the cinamatics and saves me from describing all the time.
"PC: I'm gona leap onto the table and jump off onto the orc, sword first"
DM: ok, make a tumble check of DC15 or both a jump and balance of DC15 each. You get a +1 to hit and damage, but a -1 AC if you succeed or a -2 to hit and AC if you fail."
And then we just run with it................ heh
 

I couldn't vote, as the choices were too restrictive. My group uses a middle ground. Players will sometimes speak up for others' tactics during someone else's turn, but if that then degenerates into a tactical discussion I put a stop to it and we move on. I've only once had to tell a player he missed his turn because he took too long to decide what to do.
 

We've had a player lose his action more than once-but always the same player. Spellcasters are not character classes for the indecisive, especially when they get to mid/high level and have dozens of spells to choose from. :D

Our group has occaisonally degenerated into mid-combat tactical discussion ... I got tired of it and have lately been just making my suggestion and then clamming up. This has worked very well with the indecisive player, actually-without a back and forth, he gives up pretty quickly and just does something. Very often, it's what I suggested, I think because he's just generally unsure and I always sound authoritative. :cool:
 

In general I allow my players to discuss battle tactics in the middle of combat for the stated reasons: the players are not experts adventurers while the PCs are. Sometimes though the discussions become too complicated or take too much time and then I intervere. Only rarely do I grab my stopwatch, but in tense situations with certain events taking place in a set amount of time I do keep an eye on the clock. I always let my players know this though.
 

I allow very simple (like one second or less) talking out of turn (like "Flank Him!", or "Medic!") but any real discussions need to wait until your turn comes up. This is more of a guideline than a rule though, as we haven't had a problem yet.
 

I use a middle ground.

I have some players that are not tactically as smart as others but they play characters who are so other players help them out with that. I don't allow too much across table planning during a fight only reminders of things like, Dunbar (our dwarf) is going to charge... he always does... always. Has all the feats to do so well. Sometimes other pkayers forget but their characters doubtfully would forget. So I might remind them or allows someone else to do so. A little planning is okay.

What I find funny is when they know/expect a specific encounter they plan one plan.. no contigencies or plan a, plan b or anything as if any plan goes perfect. This troubles me since they are relatively smart, this has happened several times and it is perfectly normal for that to happen in any fight fantasy or real. Yet it happens again and again.

Silly players

later
 

the players are not experts adventurers while the PCs are

Of course, if your group consists of gamers who have been playing for 10 years and their characters have only been adventring for two months, then you have the reverse situation.

That said though, I do allow spellcasters a bit more time when they have to go over their spells, because the guy who has it memorized would know more about it than the player would. It still doesn't take too long though.
 

It depends upon the situation. In my home games, I usually let players talk OoC in combat if they want to. OTOH, if time is critical, I will institute a six word rule: If your message (on your turn) goes beyond six words, it's an MEA. If it goes on a really long time, that's your entire action.

When judging convention games (or any game if certain players I know to have a habit of dithering for 5 min/per round making up their mind and discussing strategies are present), I ask people to know what they're going to do and have their damage bonusses ready when their initiative comes up. If they don't or if they spend more than a few seconds strategizing, their character delays until they figure out what he wants to do and I move on with the rest of the initiative. When they figure out what they want to do, they can come back into the initiative order. It usually seems to work pretty well and enables us to get through the game in the allotted time.
 

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