An in-game round of combat is supposed to be six seconds. If a player can't normally fulfil their actions in thirty seconds, the character is "overwhelmed by the flow of combat" and loses their turn for that round. Obviously this would exclude having to pause to look up a rule or two, or for complicated spells.
A rule along the lines of "you can only move your character once" would also help, I believe.
The fact of the matter is that all players should be attentive to the combat as a whole: your problem player has all other players' rounds of combat to ponder what to do next so they should be more than ready to act when it's their turn.
A rule along the lines of "you can only move your character once" would also help, I believe.
The fact of the matter is that all players should be attentive to the combat as a whole: your problem player has all other players' rounds of combat to ponder what to do next so they should be more than ready to act when it's their turn.
Analysis Problems in D&D
17/07/2011 11:18:09 PM
- 743 Views
Get a tiny hourglass (that obviously doesn't take an hour)...
18/07/2011 02:14:17 AM
- 658 Views
While tempting...
18/07/2011 02:34:03 AM
- 609 Views
I like the hourglass idea.
18/07/2011 02:20:24 PM
- 555 Views
If he hasn't decided on an action when it's his turn, then he forfeits his turn.
19/07/2011 11:32:49 AM
- 729 Views
Flow of play can be a very big issue in a game.
26/07/2011 04:47:05 PM
- 585 Views