GMing Ideas.


Advice


I haven't GM'd in a while, but I have always been one to police the players use of their mental stats. The main problem I have with LARPing is you can't physically role-play a character with more physical ability then you. The same is true with Int and Wis at the table. I'll step in when the fighter with the dump of 7 Int wants to do anything tactical in combat besides hack away. I also give players a chance to change their minds if they do something below their Int or Wis. That in mind, here is my idea...

A round of combat represents 6 seconds.

Characters with Int 10 or less get 6 seconds to describe what they will do. Characters with greater Int get an additional 3 seconds per modifier.

Characters with above average Wis get 6 seconds per modifier to confer with the other players before describing what she will do. This represents her insight into her companions methods and thought process.

This should keep combat pretty high paced and energetic. Any thoughts?


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Your players will hate you, but if that isn't a problem, then it looks like fun.


Would you to the same for npc's and monsters? If so have you had to confer with yourself before? What if you didn't agree with your self


Count Coltello wrote:
Would you to the same for npc's and monsters? If so have you had to confer with yourself before? What if you didn't agree with your self

I'm sorry, what?


He means would you enforce monsters taking equally determined amounts of time for their turns :)

Sovereign Court

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heh, no point in doing that. Just simply tell your players to think of their turn before it gets back to them. Sure some events on the battlefield might change what they were planning but thinking ahead should help speed it up quite a bit.


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Eh, I wouldn't play at a table within 50 miles of yours, but if your players don't mind, go ahead. I feel like they probably will take issue, but who knows.


John Kerpan wrote:
He means would you enforce monsters taking equally determined amounts of time for their turns :)

Exactly lol glad to see you are fluent in gibberous


Merm7th wrote:

I haven't GM'd in a while, but I have always been one to police the players use of their mental stats. The main problem I have with LARPing is you can't physically role-play a character with more physical ability then you. The same is true with Int and Wis at the table. I'll step in when the fighter with the dump of 7 Int wants to do anything tactical in combat besides hack away. I also give players a chance to change their minds if they do something below their Int or Wis. That in mind, here is my idea...

A round of combat represents 6 seconds.

Characters with Int 10 or less get 6 seconds to describe what they will do. Characters with greater Int get an additional 3 seconds per modifier.

Characters with above average Wis get 6 seconds per modifier to confer with the other players before describing what she will do. This represents her insight into her companions methods and thought process.

This should keep combat pretty high paced and energetic. Any thoughts?

So you basically screw up everything that don't have need of intelligence in their build. What do you rule with temporary increases like fox cunning? At my table we have about 1 minute to do things.


They will have plenty of time to think of what to do, ask questions about the scenario, and to make their rolls. The time constraint is just in telling me what they plan to do. If a below average Int fighter's plan is to elaborate to describe in six seconds, "I'm going to attack the wizard with my sword, if he drops, my remaining attacks go to the cleric then the dire wolf," then it's out of his intelligence to formulate in the heat of battle.


Count Coltello wrote:
John Kerpan wrote:
He means would you enforce monsters taking equally determined amounts of time for their turns :)

Exactly lol glad to see you are fluent in gibberous

Maybe I should put a rank into Linguistics to learn "gibberous."

Sovereign Court

so you going to whip out a stop watch for this?

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