| Lockgo |
A problem I keep running into is just how long it takes players to get through an encounter. When I run the enemies, I just simply run it as, They get here, they do X, done.
When the players go, it can sometimes take 10 minute for turns for rather simple encounters.
I'm thinking of doing a new house rule, where you have 1 minutes to decide your turn. "Hero time" as we call it, because the hero is so experience he obviously knows what he is going to do. You are not an experience adventure. So I would think having 1 minute per 6 seconds to think about your turn would be a fair trade off.
This does not count rolls of course, so knowledge checks don't count against your time. Yes, by all means think of what you are going to do on other peoples turns, please talk with your buddies for strategy. You technically their time to think too, unless you go first. :p
Good idea, bad idea? Combat seems to eat a lot of time, even if it is a simple encounter. I also think it would be good to make seems more exciting.
As for people who don't act fast enough, I'm thinking ether, A, I decide their move for them, or they have a default action they do, like a warrior will move and attack the nearest person, a cleric will heal the nearest hurt person ect. Which may seem kind of like a dick move, or B, you "skip" your turn and go after everyone else has gone.
The point is though, to make encounters go faster. So this may even be a bit harsh. I don't know. Suggestions?
| Godwyn |
As the DM, you are also far less vested in the combatants than a player is. You make a wrong move and die, the creature was for that encounter mostly anyways. A player makes a wrong move, dying is far less fun.
Also, how much of the time is being taken because the player knows what they want to do, but everyone else has suggestions? That often takes the most time delaying turns. But if everyone is involved and okay with it taking awhile, does it matter?
| wraithstrike |
A problem I keep running into is just how long it takes players to get through an encounter. When I run the enemies, I just simply run it as, They get here, they do X, done.
When the players go, it can sometimes take 10 minute for turns for rather simple encounters.
I'm thinking of doing a new house rule, where you have 1 minutes to decide your turn. "Hero time" as we call it, because the hero is so experience he obviously knows what he is going to do. You are not an experience adventure. So I would think having 1 minute per 6 seconds to think about your turn would be a fair trade off.
This does not count rolls of course, so knowledge checks don't count against your time. Yes, by all means think of what you are going to do on other peoples turns, please talk with your buddies for strategy. You technically their time to think too, unless you go first. :p
Good idea, bad idea? Combat seems to eat a lot of time, even if it is a simple encounter. I also think it would be good to make seems more exciting.
As for people who don't act fast enough, I'm thinking ether, A, I decide their move for them, or they have a default action they do, like a warrior will move and attack the nearest person, a cleric will heal the nearest hurt person ect. Which may seem kind of like a dick move, or B, you "skip" your turn and go after everyone else has gone.
The point is though, to make encounters go faster. So this may even be a bit harsh. I don't know. Suggestions?
10 minutes per turn is a long time. Is it because they have to look rules up or because they are just that indecisive? Do they have a group discussion about every turn every character has?
| st00ji |
i often give my players a hurry up if they are umming and aahing. i did say at the start of the campaign that i would be looking for quick combats and choices.
we've been playing together for a long time though, so i can get away with a certain amount of meanness, so to speak. you dont want people to end up feeling TOO rushed though.
we have had times with our higher level characters where a few rounds of combat have taken an entire session - literally hours of real time to resolve less than a minute of game time. quite amusing in that light :)
| Lockgo |
Lockgo wrote:10 minutes per turn is a long time. Is it because they have to look rules up or because they are just that indecisive? Do they have a group discussion about every turn every character has?A problem I keep running into is just how long it takes players to get through an encounter. When I run the enemies, I just simply run it as, They get here, they do X, done.
When the players go, it can sometimes take 10 minute for turns for rather simple encounters.
I'm thinking of doing a new house rule, where you have 1 minutes to decide your turn. "Hero time" as we call it, because the hero is so experience he obviously knows what he is going to do. You are not an experience adventure. So I would think having 1 minute per 6 seconds to think about your turn would be a fair trade off.
This does not count rolls of course, so knowledge checks don't count against your time. Yes, by all means think of what you are going to do on other peoples turns, please talk with your buddies for strategy. You technically their time to think too, unless you go first. :p
Good idea, bad idea? Combat seems to eat a lot of time, even if it is a simple encounter. I also think it would be good to make seems more exciting.
As for people who don't act fast enough, I'm thinking ether, A, I decide their move for them, or they have a default action they do, like a warrior will move and attack the nearest person, a cleric will heal the nearest hurt person ect. Which may seem kind of like a dick move, or B, you "skip" your turn and go after everyone else has gone.
The point is though, to make encounters go faster. So this may even be a bit harsh. I don't know. Suggestions?
A little of both.
| Vuvu |
What we do is it takes each person, no more than a minute to select their action, usually 30 seconds, then at the end of each round we add a conversation card (we use index cards to keep track of whos turn) and that is timed at 1 minute, then you can quickly strategize, but with 6 players you can't do too much metagaming. I have found it works well.