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Ten players. One DM.
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<blockquote data-quote="farscapesg1" data-source="post: 2667959" data-attributes="member: 15234"><p>I have to go against this. There is nothing wrong with appointing a "leader" of the group. However, this leader does not do as you suggest and basically control the other PCs. Instead, they do things like making the decision when the group cannot come to a decision. They do things like try to coordinate the group in combat situations.</p><p></p><p>Now, the problem is that some people can't handle authority and having another player "recommend" what to do in certain situations. These are also the people that usually have a character that charges off after the single goblin by himself, while the rest of the group is fighting for their lives. IMHO, an adventuring group should be similar to a military squad without all the penalties of ignoring orders (court martial, imprisonment, etc.).</p><p></p><p>As to other ideas that could help speed things up you might want to have the players each roll a d20 20 or 30 times and keep these pre-rolls for saving throws, listen checks, etc. That way, you can just look at the list, use the next roll, cross it off, and continue with the story. Not only does this save time rolling, it also adds a little suspense since you don't have to ask the players to make a save or listen check when they normally wouldn't know that anything is going on <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>The ideas of stating out summoned creatures and having all important spell information ready has always been a given for me, even in small groups. It all boils down to being prepared and organized. I personally can't stand players that come to the game with their character information written out on a handful of sheets of paper and have to constantly refer to their books.</p></blockquote><p></p>
[QUOTE="farscapesg1, post: 2667959, member: 15234"] I have to go against this. There is nothing wrong with appointing a "leader" of the group. However, this leader does not do as you suggest and basically control the other PCs. Instead, they do things like making the decision when the group cannot come to a decision. They do things like try to coordinate the group in combat situations. Now, the problem is that some people can't handle authority and having another player "recommend" what to do in certain situations. These are also the people that usually have a character that charges off after the single goblin by himself, while the rest of the group is fighting for their lives. IMHO, an adventuring group should be similar to a military squad without all the penalties of ignoring orders (court martial, imprisonment, etc.). As to other ideas that could help speed things up you might want to have the players each roll a d20 20 or 30 times and keep these pre-rolls for saving throws, listen checks, etc. That way, you can just look at the list, use the next roll, cross it off, and continue with the story. Not only does this save time rolling, it also adds a little suspense since you don't have to ask the players to make a save or listen check when they normally wouldn't know that anything is going on ;) The ideas of stating out summoned creatures and having all important spell information ready has always been a given for me, even in small groups. It all boils down to being prepared and organized. I personally can't stand players that come to the game with their character information written out on a handful of sheets of paper and have to constantly refer to their books. [/QUOTE]
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