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General Tabletop Discussion
*Dungeons & Dragons
Players who take Excruciatingly long turns: solution?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8673465" data-attributes="member: 30438"><p>I had a player very much like the first guy. Would always play spellcasters (and frequently get the spells wrong, too, to boot), and was frequently painfully slow when his turn came up. Like, you could practically hear the gears grinding as he was dead silent. He eventually stopped gaming in the group for a number of reasons, but every time his turn came up, I could see everyone else's excitement start to drain away.</p><p></p><p>One approach I've seen and tried is to always announce initiative as "player 1 is up, player 2 is up next." Sometimes it helps, sometimes not. Another technique is to give a very short situational run-down at the top of every initiative count, but I'm not as big a fan of that as it adds more time to combat on its own.</p><p></p><p>There's also just telling the player "if you don't make a decision, I'm going to say you take the dodge action" or another one I've used "okay, we'll delay your turn and you can go after the next player if you're ready."</p><p></p><p>However, if you're worried that it's such a severe issue that two players might drop, well, sometimes it's better to boot the players that are the problem than have good players leave and leave you stuck with the problem ones.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8673465, member: 30438"] I had a player very much like the first guy. Would always play spellcasters (and frequently get the spells wrong, too, to boot), and was frequently painfully slow when his turn came up. Like, you could practically hear the gears grinding as he was dead silent. He eventually stopped gaming in the group for a number of reasons, but every time his turn came up, I could see everyone else's excitement start to drain away. One approach I've seen and tried is to always announce initiative as "player 1 is up, player 2 is up next." Sometimes it helps, sometimes not. Another technique is to give a very short situational run-down at the top of every initiative count, but I'm not as big a fan of that as it adds more time to combat on its own. There's also just telling the player "if you don't make a decision, I'm going to say you take the dodge action" or another one I've used "okay, we'll delay your turn and you can go after the next player if you're ready." However, if you're worried that it's such a severe issue that two players might drop, well, sometimes it's better to boot the players that are the problem than have good players leave and leave you stuck with the problem ones. [/QUOTE]
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Players who take Excruciatingly long turns: solution?
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