Power Paralysis in 4e

Negflar2099

Explorer
Let me start by saying I love 4e. It's my favorite system of D&D that's out so far and I really enjoy it, but I admit it's not perfect. I don't know if anyone else is having this problem but one of my biggest stumbling blocks is the round by round paralysis that my players are affected by.

The problem is that 4e turns every class into a spell caster with a set of abilities (powers, spells, prayers, etc...) that they have to choose from every round in addition to other options that are open to all characters. Now that's a problem because one of the hardest things about being a spell caster in D&D is choosing which spell to use every round. In every version of D&D I've played a spell caster's round always takes at least double or more of the time of a non-spell caster's round. So when you turn everybody into a spell caster you dramatically increase the amount of time it takes for a player to choose what they do and do it.

I'm not immune either by the way. My "choice paralysis" is less so then in earlier editions just because monsters have a lot less choices than they used to but I still suffer from it. Of course I know what's coming so I can get familiar with the monsters and their powers ahead of time but I still find that reacting to my players well thought out combat plans takes quite a while and if I don't take the time my monsters get trounced.

I kept hoping it would get better as we got used to the system and while we do play much faster than we used to (especially with the CB to do the math for us) we've added more powers and thus more choices to the list as we've leveled up so the problem's actually gotten worse instead of better.

I tried using a timer (I even bought a stopwatch) but with everything else going on I honestly don't remember to use it with every player. That means that some people get only a minute while others get as much time as they need leaving those under time limits feeling cheated. Plus I wasn't using it on myself which led the players to complain. In fact the whole idea of a timer bothered them, especially my resident Thinker who likes to take as much time as possible to come up with a plan. Now don't get me wrong. The guy is playing a Warlord and he's tactically savvy but it's frustrating him watching him spend 2 or 3 minutes deciding what his character is going to do.

I don't know what to do. Has anyone else discovered this problem? If so have you tried anything that's worked? Please advise.

Thank you.
 

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When the DM starts informing players that they have chosen the "delay" action when they take too long and moving on to the next initiative count, players start making decisions fast.
 

When the DM starts informing players that they have chosen the "delay" action when they take too long and moving on to the next initiative count, players start making decisions fast.

That's why I bought the stop watch but it doesn't work. Besides the reasons I mentioned (like my inability to remember to time everybody) I just don't want someone to lose a turn because they want to take their time and not make a mistake.
 

How about trying to think up your action while the person before you is going/rolling dice/etc.

Or, everyone who takes too long defaults to using an at-will power.

As for my own group, sure there was a learning curve. But once we got used to the powers most of us have been able to decide somewhat quickly (usually).
 

Are they having fun?

I mean, it's entirely possible that they don't have any problem with the speed of combat and it's just you being bored.
 

In our games...we just take our time and relish the options. Of course, our group is usually not limited by play-time contraints, and this probably only works well for smaller groups.

One thing that might add an interesting twist to a timer--
Use a random timer (say something from 30 seconds to 1 minute). You can set that up with software if you have a computer handy. It adds to the tension because they never know when the bell might ring. Plus the DM doesn't get the blame or look like a bad guy if the player runs out of time.

Sometimes, random is good :)
 

Do you use power cards? In my experience, having a good set of power cards for each player speeds combat up a lot. And by "good" I don't mean professionally formatted, laminated cards. We use flash cards that they scrawl their powers onto in pencil; anything works, as long as they can see at a single glance what the power does. That could help a lot, if you don't use them.

Also, if people are really getting fed up with waiting, a little old-fashioned harassment from the other players can speed things up eventually ;) As long as the people in question can take the needling. That's what my friends did to me to get me to speed up when playing Settlers ;)
 

Some of my players can't wait to play their shtick, and waste no time doing so. I do have to admit to sometimes subtly setting up the bad guys for the players. Not alot, mind. It's fun when it clicks and they see their opening. It's even better when they see it and I don't.

Get to know what powers they have and see if you can put the PC's in situations or put the bad guys in situations that are perfect for some of them. Just don't make it easy for them.
 

I have observed on occasion that timer can make people that have decision paralysis more paralysed. On the other hand I think power cards is a really good idea.
I just print the character sheets from the Character Builder, cut 'em with a sissors and slieve them in card protectors so that they are easier to handle.
 

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