• sbv@sh.itjust.works
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    29 days ago

    I DM’d a group that tried to optimize every situation, and every turn off combat. That’s okay as long as it stays fun, but once they start spinning their wheels, or one player turns combat into a slog, then I take measures.

    Outside of combat, that means the real world keeps ticking along. Usually that just means NPCs ask the PCs to stop blocking the street, or a beggar starts asking for money, or the person they’re chasing fades further into the distance.

    Combat in 5e can be a slog (even with the usual DM busywork), so I’ll give players a visual countdown and then move their turn to after the next character in initiative order. As soon as they start doing something, I stop, but I want to set the expectation that this is a high stakes scenario and they need to keep up with the pacing.

    I’ve spoken with my players and they’re cool with it.

    • Moonguide@ttrpg.network
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      21 days ago

      My party tends to try to optimize starting positions, and it makes sessions kinda long. Last session, I decided I would add extras to a boss fight that would aid the players during the fight. The players started debating what the best approach would be after successfully sneaking into an already good position.

      Decided right then and there that the extras were red shirts. While the players were debating, I interjected saying that one of the zombies took a chunk out of one of the gunmen (one of the extras). The energy in the call heightened immediately and they started to frantically make a battle plan and triggered the fight quickly.

      I’m thinking I’ll start doing that more often. Adds narrative weight to their dilly dallying.

      • sbv@sh.itjust.works
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        20 days ago

        Adds narrative weight to their dilly dallying.

        I feel like it brings immediacy. The players need to focus and participate because events are coming fast and furious.

    • MouseKeyboard@ttrpg.network
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      28 days ago

      I DM’d a group that tried to optimize every situation, and every turn off combat. That’s okay as long as it stays fun, but once they start spinning their wheels, or one player turns combat into a slog, then I take measures.

      In my experience (and from what I’ve heard of other groups) optimisers are rarely the cause of this problem, usually it’s the more casual or inexperienced players.

  • Tolookah@discuss.tchncs.de
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    29 days ago

    Me, who picks spells that have their down sides listed at the end and use the time to my advantage.

    5d6 damage.

    Is there a save? *Beep* times up, take the damage please.

  • jjjalljs@ttrpg.network
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    29 days ago

    I don’t always run a timer, but it is a tool in my box.

    Mostly it comes out when I feel like the players are spinning their wheels. Like, they know they need to get into the server room on the 10th floor. There’s a front door with security, a back door with an alarm, etc. The players are just going round and round with ideas but not doing anything.

    I’ll say “I’m starting a five minute timer. If it hits zero, something interesting will happen”.

    If it hits zero and they’re still stuck, then as foretold something interesting happens. A rival group rolls up and firebombs the entrance before heading inside. A security drone spots them and is calling the cops. Whatever. Something that forces them to act.

    In combat rounds I sometimes do the same, but only if it feels like they’re not making progress. Maybe it’s a little rude sometimes, but I value keeping the scene moving forward. I don’t want to keep spending three minutes on “should I move? How far can I move again? Is there a range penalty? What if I use a spell first can I still shoot?” stuff. Especially if it’s rules minutia they should already know.

    The amount of times I had to remind an old group’s bard that yes, in DND 5e you can move AND take an action was too high.

  • Susaga@sh.itjust.works
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    30 days ago

    I like shenanigans characters, where you always have a trick up your sleeves. I’m not a super-powerful D&D character in real life, so it will take me a moment to come up with those tricks and put them in my sleeves. As such, I think of turn timers as a problem, not a solution.

    I saw advice which was just that, whenever someone starts their turn, give a nudge to the person next down the line. That way, they’ll have more time to plan before their turn starts, and it’s not like they were doing anything then anyway. Way better.

    • HubertManne@moist.catsweat.com
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      29 days ago

      I am totally planning my next turn the moment I finish one. It sorta stinks because someone does something and its like. shit. that derails my plan.

      • skulblaka@sh.itjust.works
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        28 days ago

        But at least then you still have the broken remnants of what used to be a plan, that you can adapt off of.

        One of the players in my game consistently waits until his turn comes up before he even surveys the map and begins forming a plan, and I’m about to kick him out of the game about it. We cover an average of two rooms of exploration per 4-5 hour session because of this.