shadowthorn
First Post
kreynolds: The rule works much better in practice than it appears to in theory. If the players are aware of the combat environment, the miniatures are all set up, they know their attack bonuses & damage, then six seconds is plenty of time to say, "I attack the orc in front of me". Roll the dice, on to the next fella. The rule is not set in concrete; sometimes situations come up that need clarification, and they are discussed - briefly.
As you set up the combat, jot down the init order, arrange the minis, each player is taking those couple of minutes to decide what to do, so they really have more than six seconds. While the first player describes their action, the second player is using that time to plan; thus player two gets six seconds to think while player one is reacting, plus his own six seconds. Player three gets 18 seconds; player four gets 24. Does that make sense?
Again, it may sound draconian in principle (and my group at the time raised their eyebrows when I announced the rule), but if you try it, you might be surprised. My group never had any problems with it, and very few players ever lost an action because they ran out of time or couldn't decide what to do.
I suppose we can assume that the PCs are all combat geniuses, and that the players are thus entitled to discuss strategy & tactics ad infinitum while in combat, but I enjoy the "adrenaline" effect of eliminating that chatter while the battle rages.
Each gaming group is different; what works for one may not work for another.
As you set up the combat, jot down the init order, arrange the minis, each player is taking those couple of minutes to decide what to do, so they really have more than six seconds. While the first player describes their action, the second player is using that time to plan; thus player two gets six seconds to think while player one is reacting, plus his own six seconds. Player three gets 18 seconds; player four gets 24. Does that make sense?
Again, it may sound draconian in principle (and my group at the time raised their eyebrows when I announced the rule), but if you try it, you might be surprised. My group never had any problems with it, and very few players ever lost an action because they ran out of time or couldn't decide what to do.
I suppose we can assume that the PCs are all combat geniuses, and that the players are thus entitled to discuss strategy & tactics ad infinitum while in combat, but I enjoy the "adrenaline" effect of eliminating that chatter while the battle rages.
Each gaming group is different; what works for one may not work for another.