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When PCs Talk: Free, swift, move action?
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<blockquote data-quote="ShadowChemosh" data-source="post: 4128725" data-attributes="member: 28440"><p><strong>Free Action</strong></p><p></p><p></p><p>In my games I not only allow out of turn talking(free action), but I actually encourage my players to do so. I have seen that I have to remind and specifically tell new players to my group about this rule. The big reason is when my players make a know roll about a monster they get a little Monster Index Card that has player info about the monster. The player that receives this card is only allowed to tell other players about the monster as they can not actually give the index card to others. So I always have to make it a point to inform players that they should tell the group about the monster and to speak outside their turn as a free action.</p><p></p><p>In example 2 above the rest of the conversation in my group would go as follows: George says "Thanks Bob I totally forgot about that. I will charge the naga instead as my character would remember such a thing and would want to protect the rest of the party from the poison."</p><p></p><p>I didn't have to spend time reminding players of what their own characters can do which is a big pet peeve of mine. The players get to work together as a team and the George player is rewarded for having a character that is immune to poison. Seems like a total all around win to me.</p><p></p><p>Though also in the above example if George didn't want to charge the naga that would be the end of the conversation. I would not punish all my players if just one of them was forcing his play style on to the rest. I would have a talk with the ONE player causing the issue not set a rule for everyone, but thats how I DM and again it may not work for all groups.</p></blockquote><p></p>
[QUOTE="ShadowChemosh, post: 4128725, member: 28440"] [b]Free Action[/b] In my games I not only allow out of turn talking(free action), but I actually encourage my players to do so. I have seen that I have to remind and specifically tell new players to my group about this rule. The big reason is when my players make a know roll about a monster they get a little Monster Index Card that has player info about the monster. The player that receives this card is only allowed to tell other players about the monster as they can not actually give the index card to others. So I always have to make it a point to inform players that they should tell the group about the monster and to speak outside their turn as a free action. In example 2 above the rest of the conversation in my group would go as follows: George says "Thanks Bob I totally forgot about that. I will charge the naga instead as my character would remember such a thing and would want to protect the rest of the party from the poison." I didn't have to spend time reminding players of what their own characters can do which is a big pet peeve of mine. The players get to work together as a team and the George player is rewarded for having a character that is immune to poison. Seems like a total all around win to me. Though also in the above example if George didn't want to charge the naga that would be the end of the conversation. I would not punish all my players if just one of them was forcing his play style on to the rest. I would have a talk with the ONE player causing the issue not set a rule for everyone, but thats how I DM and again it may not work for all groups. [/QUOTE]
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