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<blockquote data-quote="thorgrit" data-source="post: 6858833" data-attributes="member: 61124"><p>If you're using an interactive map with a tactical grid, you may want to play fast and loose with the rules on it. Have PC and NPC/monster avatars, but only as a very rough guide as to who's generally where. Instead of having everybody count out squares, just say when you move, you can get from one room to another, from near to far, from melee to short range, etc. (With Death House, the kickstart-them-to-level-3 intro, there are many places where that many PCs absolutely cannot crowd in and fight effectively.) If you do go this route, talk to your players about battlefield control spells/options, either recommending they not take them, or hear opinions on how they could be modified in that kind of simpler system.</p><p></p><p>Put a time limit on deciding what to do in combat. How strictly you want to enforce it is up to you. I haven't looked to see if VTTs have an accessible timer. If a player is really indecisive, you can allow hold action and just speak up when they want to go next (technically not in 5e I don't think), make them lose their turn entirely, or declare they're taking the Dodge action and move on. Even if each player only takes one minute to resolve their actions, and you as the DM resolve npc/monster turn actions in a total of two minutes, that's still 10 minutes between rounds. If you let players drift into taking 5 minutes to resolve a turn, that's stretching into the 45-60 minutes per round area.</p><p></p><p>For exploration / social situations, ask all players what they <strong>intend</strong> to do before responding to any of it. This is one of my pet peeves, as in my experience, the larger the group, the more a quiet person gets ignored, when the DM immediately declares responses to the first person to speak or the loudest voice. Once you get everyone's intentions, then go ahead with interaction and responses in groups.</p><p></p><p>That's all I can think of off the top of my head. Hope at least some is useful, and good luck!</p></blockquote><p></p>
[QUOTE="thorgrit, post: 6858833, member: 61124"] If you're using an interactive map with a tactical grid, you may want to play fast and loose with the rules on it. Have PC and NPC/monster avatars, but only as a very rough guide as to who's generally where. Instead of having everybody count out squares, just say when you move, you can get from one room to another, from near to far, from melee to short range, etc. (With Death House, the kickstart-them-to-level-3 intro, there are many places where that many PCs absolutely cannot crowd in and fight effectively.) If you do go this route, talk to your players about battlefield control spells/options, either recommending they not take them, or hear opinions on how they could be modified in that kind of simpler system. Put a time limit on deciding what to do in combat. How strictly you want to enforce it is up to you. I haven't looked to see if VTTs have an accessible timer. If a player is really indecisive, you can allow hold action and just speak up when they want to go next (technically not in 5e I don't think), make them lose their turn entirely, or declare they're taking the Dodge action and move on. Even if each player only takes one minute to resolve their actions, and you as the DM resolve npc/monster turn actions in a total of two minutes, that's still 10 minutes between rounds. If you let players drift into taking 5 minutes to resolve a turn, that's stretching into the 45-60 minutes per round area. For exploration / social situations, ask all players what they [b]intend[/b] to do before responding to any of it. This is one of my pet peeves, as in my experience, the larger the group, the more a quiet person gets ignored, when the DM immediately declares responses to the first person to speak or the loudest voice. Once you get everyone's intentions, then go ahead with interaction and responses in groups. That's all I can think of off the top of my head. Hope at least some is useful, and good luck! [/QUOTE]
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