Thornir Alekeg
Albatross!
We tried the timing thing at one point. It made things very chaotic, and while it was good in simulating the chaos of a battle, it also made people really irritable, so we stopped. Now I just try and encourage players to think about what they want to do while others are acting. I try and discourage drastically changing what you were going to do based on what the other players do. If the foe you were going to attack gets dropped by someone else, you can change who you were going to attack if it is reasonable - the foe standing 10 feet beyond your planned target for instance. I don't like it when the foe they were going to melee gets dropped so they instead whip out their bow and attack the archer in the rear - not that I can usually know, but sometimes it is obvious so I give them a nudge.
I really need to stop allowing the "perfect placement" spells or counting to know how far to move to reduce a range increment penalty, but then I guess I'm just as guilty when I play a wizard in the other campaign I'm in, so...
I really need to stop allowing the "perfect placement" spells or counting to know how far to move to reduce a range increment penalty, but then I guess I'm just as guilty when I play a wizard in the other campaign I'm in, so...