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33

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

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 ...


16

D&D 5e turns are completely different from AD&D turns, and only share the name. The AD&D meaning of “turn” as being ten rounds* in combat time (or ten minutes in exploration time) last appeared in AD&D 2nd edition, and has been eliminated from editions newer than 1999. In D&D 5e, a turn has the same meaning as it does in a card game or ...


14

Sorta There are things you can do make large battle scenes more tolerable in PF/3.5, such as; Grouping Attacks - Similar units with similar attacks are grouped into 'volley' attacks that are dodged with either a saving throw, or are fewer attacks that deal more damage. Placing Fights - creating larger 'maps' for fights with terrain that separates groups ...


14

If we go by your logic, as long as they like because if, after stepping off they decide not to use any movement then they hover in place. From this we can conclude that they are not using their movement to move; they are in fact falling. If we ignore a lot of real world effects like friction, the elasticity of the rope, the fact that the rope is not ...


12

Sometimes, rewards and incentive are motivational enough on their own. In a tabletop RPG like this where bonus exp, gold, or any other non mundane item gifted to a player for doing something that is largely required by the player as a means of character maintenance after each session and before the next is going to lead to unfair advantages when 1 or 2 of ...


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

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 ...


8

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 ...


8

You are mistaken A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. (PHB 189) So, according to the Player's Handbook, a turn is at most 6 seconds, because a round is comprised of many turns. Beyond this breakdown, it's dangerous to think too hard about what is happening. Remember that ...


7

The designer's intent of how the spell is meant to be used seems pretty clear to me. The maximum duration of 1 round includes your following turn. As an example: You cast True Strike and begin concentrating on it. Your current turn ends. Combat proceeds in standard initiative order. If you take damage during this period you must make Constitution saving ...


7

My experience with the game is not much, but in both cases we were four people at the table and the game lasted around three hours. Slightly less with two of the players who already played it more than once in the past and I estimate slightly more with a complete newbie and unexperienced players (in order to fit into a time slot at the local gaming ...


6

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 ...


6

I as a GM keep reference copies of all character sheets. It is the responsibility of the players to update character sheets at least one full day before the start of the next session so I can approve or disapprove any changes. (Disapproval almost always stemming from an outright error in stats, for more mechanical systems.) All die rolls during the ...


5

A spell's duration begins after completing its casting time. True Strike has a casting time of 1 Action and a duration of Concentration, up to 1 Round. Page 203 of the PHB: A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last ...


5

Talk to your players. Mention that this issue slows down the game and that you like to keep things moving. Ask why they think it keeps happening. You've been thinking about this and they apparently haven't, so offer some possibilities. Do they mean to level up at the end, but forget? Sign off on their new sheets before they leave. Are they too tired after a ...


4

SR3 has fairly specific grenade timing rules (SR3 p. 118). Grenades go off when any of criteria are met; they are checked in order: The next Combat Phase of the character The end of the next Initiative Pass The end of the Combat Turn These are all very specific time references, but they require us to look at the Initiative section, starting on SR3 p. 100....


4

So 4e has this problem with combats devolving into long slogs of whittling away at colossal HP totals. There are a number of commonly-suggested improvements, but ultimately as a highly-tactical, rules-heavy game, combat is the emphasis of 4e and it tends to take quite a bit of time even when you do everything you can to limit that. In addition to these ...


3

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. ...


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 ...


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

The first part of the answer is right in your question - you could probably use the swarm rules, maybe add fluff to the swarm's phase a little... http://paizo.com/pathfinderRPG/prd/bestiary/creatureTypes.html#swarm-subtype For the second part of the question, IMO, and there is no answer that is universally right, it depends on what makes the most sense how ...


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

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 ...


3

Start on Time The first way to motivate folks to be ready for start is just to go ahead and start on time. If somebody hasn't leveled up, then let them scramble to do it, or tell them they can't until next time. "Workshop" Time When I have a new player in the group, or any player who needs little more guidance, I'll try to set aside a little time with ...



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