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Players who take Excruciatingly long turns: solution?
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<blockquote data-quote="Charlaquin" data-source="post: 8673721" data-attributes="member: 6779196"><p>Another option that might be worth trying is “Grayhawk initiative.” Top of the round, go around the table and have everyone declare their action. Keep declarations simple: “I’m going to attack with my sword” or “I’m going to cure wounds” are sufficient; no need to specify targets or anything like that, and roll a die based on the action declared (something simple like “roll your weapon’s damage die if you attack (1d4 per component if you cast a spell; 1d6 for any other action”). Then start counting. When a player’s number is called, they can move up to their speed and take the declared action (deciding things like targets and spell slot levels at that time), and up to one bonus action.</p><p></p><p>Has the benefits of the shared decision-making time in side initiative, but by requiring the actions declared during that time to be brief, you remove the pressure to come up with the best move; just decide the action, quickly, and move on. Then once it’s your turn, there’s less to decide because you’ve already committed to your action. You only need to choose where to go and who to target.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8673721, member: 6779196"] Another option that might be worth trying is “Grayhawk initiative.” Top of the round, go around the table and have everyone declare their action. Keep declarations simple: “I’m going to attack with my sword” or “I’m going to cure wounds” are sufficient; no need to specify targets or anything like that, and roll a die based on the action declared (something simple like “roll your weapon’s damage die if you attack (1d4 per component if you cast a spell; 1d6 for any other action”). Then start counting. When a player’s number is called, they can move up to their speed and take the declared action (deciding things like targets and spell slot levels at that time), and up to one bonus action. Has the benefits of the shared decision-making time in side initiative, but by requiring the actions declared during that time to be brief, you remove the pressure to come up with the best move; just decide the action, quickly, and move on. Then once it’s your turn, there’s less to decide because you’ve already committed to your action. You only need to choose where to go and who to target. [/QUOTE]
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Players who take Excruciatingly long turns: solution?
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