talking during combat

Infiniti2000 said:
So, as long as the players keep it under 6 seconds, then any metagaming talk is fine? But, if I'm a bard and compose a 30-second ballad about the swashbuckler's current combat maneuver, you wouldn't allow it?

I can see a lot of cases in your games where the combatants delay until they get a response from their companions. Oh wait, delaying is not you actually taking a turn, so you can't talk and then delay, you have to talk and then ready, and then what? Do you restrict the player to two 3-second bursts?

Are you at least understanding what I'm saying here? I say again, don't restrict the talking, restrict the metagaming. :)
I assume that anything said in combat is in character, and I don't really have a lot of trouble with people metagaming (other than asking for clarifications regarding who is where, etc.). In 5-6 seconds of combat, you can say 5-6 seconds of words to your enemy, allies, or whatever. If you want to compose a 30 second ballad (not much of a ballad) it takes more than one round to recite or sing.

I guess I don't see why this is controversial? If the combat is supposed to fit in 5-6 second intervals, why do in-character speeches get to stretch the bonds of time-space?
 

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The_Universe said:
I guess I don't see why this is controversial? If the combat is supposed to fit in 5-6 second intervals, why do in-character speeches get to stretch the bonds of time-space?
It's not controversial, or at least that's not the word I would use to describe it. And to answer your question, it's because in-character speeches can be a great source of fun and encourage people to RP a lot more than just the announcement of rolls. Since they have no impact on the game, there's no reason not to allow it. Basically, you have a houserule for the wrong reason. :)
 

Actually, I would think that allowing a player to speak for 30 seconds in a round is the house rule. The actual rules are pretty clear that a few words are what can reasonably be managed in a round. So I agree that it is a bit hard to see where there is a rules dispute regarding this topic; the question was "are there rules", and there are. Lengthy speech is clearly not the intent of the rules. By all means house rule it in, sure.
 

LordBOB said:
while talking is great outside of battle it is rough during Combat. I dont mind a little talking during combat, but when they dry and discuss stragety DURING combat I wont allow it. If our Wiz/Mage is about to throw an area destructive spell than a simple " MOVE " is all thats needed b/c we know whats happening next.

Your players need to make keywords when in Combat, b/c if somoene yells "FIREBALL" during combat than the enemy might also understand it and try to get away. If someone yells " Hot " for a FIREBALL than your enemy might be stupid as to its meaning. Or "Pink Monkey" for a CONE OF COLD.

whatever words you decide is your choice, I just gave you some of my Ideas.
I'm with you. I allow one sentence and only on your initiative. I got that idea from my former dm. I'm all for more role playing but, when people start discussing strategy right in the middle of combat it becomes awekward and eliminates the need for the party to plan prior to the combat.
 

In an ideal gaming universe, with mature non-metagaming players, I would LOVE to adopt Infiniti2000's more liberal role-playing-focused talking-during-combat rules (or more specifically, lack of rules). Unfortunately, my gang of players is a bit more unruly and certain ones in particular will attempt to squeeze in a ton of out-of-character tactical advice. The "six second rule" tends to limit this somewhat and keeps the action flowing. Nothing worse than a routine combat where every turn takes ten minutes.
 

We use a standard of "only on your turn, and any reasonable amount".

Since the DM of course determines what's reasonable, a lot fewer words are allowed when they are tactical advice, and a lot more are permitted when it's dramatic speech.

It's not "realistic" or "logical" per se, but it provides a good balance for us of allowing the cool speeches that make combat fun, while preventing those us us who still suffer from occasional munchkin moments (ie, me) from giving too much advice and destroying the tension.
 


No rules here beside common sense. Players usually restrict themselves to an IC sentence here and there, but no one is checking with a stopwatch. Also it should not be forbidden for PC to speak in someone else's turn, since everyone's turn are simultaneous in the PC's world.
 

Quasqueton said:
I, too, restrict talking in character to the PC's turn (though nothing extra restrictive for spellcasters). Every game I've played in that allowed the PCs to talk "whenever" ended up being a cocophany of instructions, suggestions, questions, etc. constantly, during every step of the combats. Players would actually discuss tactics and strategy during the combat to the point of making combats last many times longer than necessary.

By restricting talk to a character's turn, the combats go quicker, and in character talk seems more appropriate. I don't set a timer. No one has ever abused the 6-second round.

Quasqueton


Me too. What he said.
 

DonTadow said:
I'm all for more role playing but, when people start discussing strategy right in the middle of combat it becomes awekward and eliminates the need for the party to plan prior to the combat.
My view is that it's acceptable to discuss strategy right in the middle of combat because I don't expect all of my players to have the knowledge that their characters do. The characters are experts in strategy, they are heroes who have spent their lives training and fighting. I don't think Bob from Cincinnatti should be penalized for working at 7-11 to support his family instead of studying SunTzu's Art of War all week. Allowing the players to spend an extra minute to work up a strategy, almost makes up for what I would expect Bob's Grand Archmage of the North with 18 intelligence to decide within a mere 6 seconds or less.
 

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