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General Tabletop Discussion
*Dungeons & Dragons
Players who take Excruciatingly long turns: solution?
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<blockquote data-quote="TaranTheWanderer" data-source="post: 8673509" data-attributes="member: 15882"><p>Just be up front:</p><p></p><p>"Hey folks, fights are taking too long and we need to be quicker on our turns so that we can get more done in a session. Rounds are 6 seconds so they need to move faster. In order to speed up combat, I'm going to start...."</p><p></p><p>And then tell them the solution. That's not an unreasonable approach.</p><p></p><p>- You can have a timer. Foundry has a timer add-on that gives you 5 minutes and then a huge bell tolls. It also has a turn tracker so when your turn is done, it automatically moves control to next player.</p><p></p><p>- I have a DM who just prompts us when our turn is too long. "Hey, time is passing, I guess your character is choosing to spend time assessing the situation." Sometimes, after too much time passes, he counts down 6-5-4-3-2-1. And if you don't act, you go full defense. Do this a couple times and people will start being more efficient. The counting down feels harsh if you're on the receiving end.</p><p></p><p>- Timer( like the first suggestion). Once a certain amount of time has passed, character goes full defense.</p><p></p><p>I'm not a big fan of timers because some situations require a player to ask lots of questions when things aren't clear and sometimes answering those questions eats up their 'time'. When I DM I just judge the situation. I find, what takes up lots of time, is when a player is waffling on a decision. I just say, "well you better decide quick otherwise the monster is going to go and you won't get to do anything". Or, plainly, "Well, you have to choose now. Make a decision"</p><p></p><p>Lastly, sometimes a player might be about to describe what they are doing and another player pipes in and says, </p><p></p><p>"oh, you should really use your xyz power instead" and then then the two players start getting into a debate as to what is the best approach. </p><p></p><p>I rarely let this happen. I just tell the other players to play their own characters. They can debrief after the combat. In fact, I say, "sorry, they already decided to attack with their dagger. They can use their eldritch Blast next round." The times I let it happen is if a (usually new)player is obviously forgetting an ability that they might have.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 8673509, member: 15882"] Just be up front: "Hey folks, fights are taking too long and we need to be quicker on our turns so that we can get more done in a session. Rounds are 6 seconds so they need to move faster. In order to speed up combat, I'm going to start...." And then tell them the solution. That's not an unreasonable approach. - You can have a timer. Foundry has a timer add-on that gives you 5 minutes and then a huge bell tolls. It also has a turn tracker so when your turn is done, it automatically moves control to next player. - I have a DM who just prompts us when our turn is too long. "Hey, time is passing, I guess your character is choosing to spend time assessing the situation." Sometimes, after too much time passes, he counts down 6-5-4-3-2-1. And if you don't act, you go full defense. Do this a couple times and people will start being more efficient. The counting down feels harsh if you're on the receiving end. - Timer( like the first suggestion). Once a certain amount of time has passed, character goes full defense. I'm not a big fan of timers because some situations require a player to ask lots of questions when things aren't clear and sometimes answering those questions eats up their 'time'. When I DM I just judge the situation. I find, what takes up lots of time, is when a player is waffling on a decision. I just say, "well you better decide quick otherwise the monster is going to go and you won't get to do anything". Or, plainly, "Well, you have to choose now. Make a decision" Lastly, sometimes a player might be about to describe what they are doing and another player pipes in and says, "oh, you should really use your xyz power instead" and then then the two players start getting into a debate as to what is the best approach. I rarely let this happen. I just tell the other players to play their own characters. They can debrief after the combat. In fact, I say, "sorry, they already decided to attack with their dagger. They can use their eldritch Blast next round." The times I let it happen is if a (usually new)player is obviously forgetting an ability that they might have. [/QUOTE]
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Players who take Excruciatingly long turns: solution?
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