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Community
General Tabletop Discussion
*TTRPGs General
Time Limit in Combat Rounds: Yes, or No?
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<blockquote data-quote="kamosa" data-source="post: 1519111" data-attributes="member: 1037"><p>I've found that time limits are really just a hammer on the spell casting players. It rarely takes more than a couple seconds to say "I swing my sword.", so it doesn't really affect the fighters as much.* However, the spellcasters all have to decide which spell to cast, how long it lasts, what type of save the NPC's are making, how much damage or what effect it has, where to center the spell or which targets to attack. The DM then has to roll all appropriate saves, make all the notes for damage/effect, and communicate with the players what the effect of the spell was. Blah... its lots of work for a spell caster.</p><p></p><p>To make this shorter I try to have my players get their actions prepared before their turn comes around. IE: "John it's your turn, Susy you next, have your action ready." This tends to cut down on the dead time between actions. Also, each spell caster has a spell book with their character sheets that has a short description of each spell, its duration, and what save it uses. This helps to cut down on looking stuff up. If the player is going to cast a complicated spell, I ask them to have the page open when their turn comes around. Spell casters all need to have their own copies of the PHB or at least printouts of the spells sections of the SRD, so we don't have to pass around books or hunt for the correct spell copy. </p><p></p><p>Other than that, I just try to keep everyone focused on the combat and not engauged in a lot of out of game chatter. </p><p></p><p></p><p>* Yes I know that was an over simplification. Keep your knickers on.</p></blockquote><p></p>
[QUOTE="kamosa, post: 1519111, member: 1037"] I've found that time limits are really just a hammer on the spell casting players. It rarely takes more than a couple seconds to say "I swing my sword.", so it doesn't really affect the fighters as much.* However, the spellcasters all have to decide which spell to cast, how long it lasts, what type of save the NPC's are making, how much damage or what effect it has, where to center the spell or which targets to attack. The DM then has to roll all appropriate saves, make all the notes for damage/effect, and communicate with the players what the effect of the spell was. Blah... its lots of work for a spell caster. To make this shorter I try to have my players get their actions prepared before their turn comes around. IE: "John it's your turn, Susy you next, have your action ready." This tends to cut down on the dead time between actions. Also, each spell caster has a spell book with their character sheets that has a short description of each spell, its duration, and what save it uses. This helps to cut down on looking stuff up. If the player is going to cast a complicated spell, I ask them to have the page open when their turn comes around. Spell casters all need to have their own copies of the PHB or at least printouts of the spells sections of the SRD, so we don't have to pass around books or hunt for the correct spell copy. Other than that, I just try to keep everyone focused on the combat and not engauged in a lot of out of game chatter. * Yes I know that was an over simplification. Keep your knickers on. [/QUOTE]
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Time Limit in Combat Rounds: Yes, or No?
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