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<blockquote data-quote="jgsugden" data-source="post: 1394142" data-attributes="member: 2629"><p>In my game, players have a reasonable period in which to decide on an action (10 to 15 seconds) before I give a warning. About 5 seconds later, I inform them that their character has delayed.</p><p></p><p>I have one player that, when left without 'motiviation', will take up to 5 minutes to decide on what to do.</p><p></p><p>If you're finding that players are taking too long, it is often not because the players are slow. It often has more to do with the players not knowing the rules well enough to figure out what they want. Start encouraging them to get to know the rules relevant to their character. Ask them questions about their spells, "Hey, Bob, what is the range for your charm person spell? Close? So what does that calculate out to in feet for your sorcerer?" "Hey, Tim, what are the steps you need to take to start a grapple? A touch attack first ... then what? What bonus does the enemy get if it is huge?" If they get familiar with the rules, the combats tend to speed up.</p><p></p><p>Another thing you can do is suggest that PCs begin to decide on their actions while other players (or you as the DM) are acting. They may need to change their plans, but having a tenative plan in place really keeps things moving. As a DM I *always* have a tactical plan for my encounters written up in advance. This allows me to jump right into the action. If the PCs throw something unexpected at me, I often need to adjust the plan, but the 30 seconds of extra planning outside the game may save 15 seconds inside the game ... and game time is far more precious than planning time.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1394142, member: 2629"] In my game, players have a reasonable period in which to decide on an action (10 to 15 seconds) before I give a warning. About 5 seconds later, I inform them that their character has delayed. I have one player that, when left without 'motiviation', will take up to 5 minutes to decide on what to do. If you're finding that players are taking too long, it is often not because the players are slow. It often has more to do with the players not knowing the rules well enough to figure out what they want. Start encouraging them to get to know the rules relevant to their character. Ask them questions about their spells, "Hey, Bob, what is the range for your charm person spell? Close? So what does that calculate out to in feet for your sorcerer?" "Hey, Tim, what are the steps you need to take to start a grapple? A touch attack first ... then what? What bonus does the enemy get if it is huge?" If they get familiar with the rules, the combats tend to speed up. Another thing you can do is suggest that PCs begin to decide on their actions while other players (or you as the DM) are acting. They may need to change their plans, but having a tenative plan in place really keeps things moving. As a DM I *always* have a tactical plan for my encounters written up in advance. This allows me to jump right into the action. If the PCs throw something unexpected at me, I often need to adjust the plan, but the 30 seconds of extra planning outside the game may save 15 seconds inside the game ... and game time is far more precious than planning time. [/QUOTE]
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