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31

When a player is hogging the limelight like this, the way to deal with the situation is to stop encouraging them. The player is getting their fun by having everyone's attention focused on them (see this question for a similar situation). (This isn't a bad thing, by the way! It just means you have to make sure that the rest of the group gets their fun, too.) ...


21

Fiction First Hi Marc. You are running into one of the differences between rules-first systems and fiction-first systems. Fiction-first means that the rules serve the story unfolding between the players: When something happens in the story that matches a trigger condition in the rules, the mechanics engage and the results feed back into the story. Outside ...


20

First of all, you don't need any rules precedent to integrate time travel into your campaign, as D.M. its your prerogative to add any feature into your world that you please. That being said, there is some precedent that is applicable in this situation! In the source book The Plane Above - The Secrets of the Astral Sea we get a direct, although short, ...


19

According to the traditional summoner's eidolon class feature, this isn't a problem unless the GM says it is... The traditional Pathfinder summoner's eidolon class feature says that A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons ...


18

Yes, combat is supposed to be this quick. Caveat: Since you are at low levels, and both monsters/party have low hit points, you may find that this changes. That will be determined by the complexity of the challenge you present to the party, how smart the enemy is, as well as how many minions are there. The difference between a running battle or a static ...


10

Player-to-player Communication How much meta-gaming is acceptable at your table, generally? If "little-to-no" is the basic agreement among the group, you have grounds to object to his breaking the group agreement. If "we do it quite a bit" then it's hard to object on that basis. From your description: Furthermore, he often tries to RP things as ...


10

You're going to have to work it out with your GM. The only place that I'm aware of in the Pathfinder rules that ever mentions time travel on a scale greater than rounds is the Scepter of Ages that you mentioned, and I only know about that because of your post. Time travel isn't really a thing that's standard to PF, and so the rules, and how precisely time ...


10

In real life sword fights (or whatever weapon you use) don't tend to last very long. Only in the movies they are long, drawn-out affairs that involve going back and forth, down hallways, up stairs, past other fights and over narrow walkways with something nasty waiting at the bottom. Maybe they do if you're a bard, rogue or other type of swashbuckler or ...


10

I did run a 3-hour game of torchbearer a few days ago, in which the players took 8 turns (including 2 full conflicts) exploring 5 rooms to some extent. In my game today, a bit over three hours included 7 tests exploring 9 rooms very carefully with many good ideas, significantly helped by the fact they were only 2 (so less coordination and repetition ...


9

Four (Base rules) Five (Including hero point rules) Ten (Or unlimited) (Including hero point and mythic rules) (In one round) You can: Cast a spell via a standard action Cast a spell via a swift action (Quicken spell et al.) Cast/activate a spell from a contingency As a magus use your offhand to attack with a weapon and activate a spell storing weapon ...


7

Just use combat rounds This battle is against time. Have characters roll initiative and proceed in order, describing their actions according to the chart Actions in Combat. It's perfectly acceptable to explain to the players beforehand that this is not a combat encounter and that you're using combat mechanics to simulate a ticking clock, especially if ...


6

This largely depends on both you and your group. Do they want a lot of random encounters? Would they prefer to just play the module out? Do you want to throw things in the mix to interfere? Hoard of the Dragon Queen, and the Rise of Tiamat, both allow for a lot of flexibility. In addition, they use milestone levels instead of XP based levels. So encounters ...


4

Yes, even during the spell time stop an effect that ends at the conclusion of the casting creature's turn still ends at the conclusion the casting creature's turn The 9th-level Sor/Wiz spell time stop says In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to ...


4

Time tracking gets important to me in dungeon crawls to add to the reality of the situation. When my players began playing, they figured out that searching a room could net them treasure or a perception check that discovered secret doors if they looked at walls. Finding and disarming traps takes patience, so time passes. I use 5 or 10 minute intervals and ...


3

The basic answer is yes combat is this fast in game time. The 6-second thing has been around since D&D 2e, so that's a known quantity by now. If you consider how dangerous fighting really is, this seems pretty accurate. Even professional level MMA fighting (with zero weapons) can end in 14 seconds or less. Most combats at early levels will not go 10 ...


3

Have The Player In Their Own Session See if the GM and the player can come together and work through the player's branch when the others aren't there. It's as simple as that, honestly, but what if that isn't a viable solution? Give Them A Time Limit When doing these sessions, allot time to reach group. You can provide more to the larger group, make it ...


3

You have two dynamics intermingled in play here. Differing Play Styles The "problem" player (I'm not really sure he's the problem) likes heavy RP and has a narrativist playstyle (bases decisions on what would make the most dramatic story). About half of your question is just you/some of your fellow players having a different playstyle and therefore ...


2

Here is what I used to use (a long time ago when DMing AD&D!): When it feels like it's taking too long, start a countdown from 5. At the end they have to do something or miss their turn. I usually only start counting when they have their default idea already ('just hit em with a sword') and are weighing up alternatives, so in practice it's never a ...


2

Yes, you're over-complicating it. There's no real hard-and-fast rule about exactly how long an action takes in Fate (or what it involves), so there's nothing to stop you from saying that you spend your turn studying your opponent, then shout "I know that fighting style!" as part of that same action to all of your buddies because talking is a free action. ...


2

In my experience, unless a journey will have something happen during it, don't waste time on it. Tell the players "This will take 10 days, is there anything particular you want to do while traveling?" and then react accordingly. If you want a chance of a random encounter, roll it at the start and throw it in, but don't make it go day-by-day if there is no ...


2

An influx of wealth into a city, combined with fancy new defenses and fortifications? Sounds like time for some militaristic political intrigue! Two things I think would take off in a town that is pumped up like that. Thieves A new influx of wealth means more people coming to take that wealth. Word can spread in a month about the tiny ship building ...


2

While this may or may not be a full answer, I wanted give some basis, especially since this is a wonderful yet unappreciated system: Any of the "create thing such that it always existed" or "remove thing from ever existing" effects in anima represent extremely powerful forces not commonly available to nearly anyone. I won't bank my reputation on this to say ...


2

In addition to the other answers, effects that should last until your next turn have wording to that effect, such as "duration: 1 round," or "until the end of your next turn." Effects that should last for the entirety of a single battle have a duration of 1 minute, as most battles last slightly less time than that. Effects that should last through several ...


1

It depends on what spells you are trying to cast. Some spells have an extended casting time that can last for several rounds(such as the Masterwork Spell[can't remember the real name]). However there are both normal spells(like Burning Hands) and quick spells (such as Cheetah Sprint). Since you have 1 movement action, 1 standard action, 1 quick/swift action ...


1

A simple time tracker may be what you need. I use this method in my Dungeons & Dragons games and it helps immensely. Basically, you take a sheet of grid paper and make a list of the different time intervals that you use within the game. For D&D (v3.5) it is ROUNDS, MINUTES, TURNS (this is a holdover from earlier editions that I use, but is not ...



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