20 advices on saving time/game efficiency [Archive] - Wizards Community

Post/Author/DateTimePost
caradhras

07-29-05, 08:11 AM
Our group plays for 6-8 hours pers session every two weeks.
Thats not alot of time, although I have alot of fun during sessions I can't avoid the feeling that alot of time is wasted.

What is your advice on time saving/game effiiciency issues?
Hopefully this post will turn to be a usefull list for everybody.

First section, how to save time during combat.
the artful dodger

07-29-05, 08:30 AM
Know the rules. More time is lost because of people not knowing the rules, having to look them up and/or arguing about them than because of any other reason.

Dms can save themselves a heck of a lot of time during combat encounters by making a good combat reference sheet: all those involved, in order of intiative, with a list of all the relevant numbers. Mine writes each PC and NPC or monster down on a piece of cardboard, those can be stuck in order on a tray the size of a sheet of paper. He also has a table of pregenerated rolls for commonly used dice sizes: instead of having to roll, he can just use the next one in the column, cross it off an move on. This also helps when he wants to keep the fact that a roll is made a secret (typically for things like Listen and Spot checks). This should be done on beforehand, so it doesn't take any time during the game.

Players should have an easy way of keeping track of expendable resources (spells, charge items, potions, ammo, etc). Simple paper or cardboard tokens can do the trick, or even just a clear list on which every expended item can be ticked off.

Don't allow players to take ages to make up their mind, and don't allow them to change their mind more than once about their character's next action.
Novacat

07-29-05, 08:49 AM
In combat, when a player's turn come around, give them 6 seconds to say what their going to do. This, of course, doesn't count when they need to know a detail about their surroundings before making a decision, but they've had everyone else's turn to decide what to do.
Pfisiar

07-29-05, 09:44 AM
My friends and I use the hand raised/OC rule. If you want to talk about non-game stuff or out of character, you raise your hand. Believe it or not, this bit of silliness works. People apperently hate raising their hands. :p
weasel fierce

07-29-05, 01:28 PM
Strictly reserve any rules argument to AFTER a game session. Have players write a note on a piece of paper, and then you can discuss it later.
Pfisiar

07-29-05, 01:46 PM
Strictly reserve any rules argument to AFTER a game session. Have players write a note on a piece of paper, and then you can discuss it later.

The problem with that approach is that players will feel they've been cheated if a rules issue was brought up, set aside, and then ruled wrong. What do you do? Rewind for next session? It's important to bring up good rules issues when they occur.

Now, arguing for or against certain skills or such working in a desired fashion, that's another story all together. That's when the DM says "Yes or No" when there is no clear PHB explanation.
weasel fierce

07-29-05, 01:51 PM
If its something vital to acharacters survival, I'll talk it out then and there.

If its something trivial, then it can wait. There's no point making 5 people wait for an hour, unless its for a darn good reason, IMO.
Pfisiar

07-29-05, 01:57 PM
If its something vital to acharacters survival, I'll talk it out then and there.

If its something trivial, then it can wait. There's no point making 5 people wait for an hour, unless its for a darn good reason, IMO.

Ah, well I do agree with this one. When I was up at College, I had a person like that in my playgroup. Argued for an hour before game because he wasn't allowed to play a psion. In my opinion, the player should have just given up.
spoogemonkey

07-29-05, 03:15 PM
Here are some things we eliminate in order to speed up the game:

1) watering and feeding horses - we just assume it's been done
2) keeping up with ammo - we just buy every time we're in town
3) encumbrance - unless someone is obviously burdened by trying to carry a wagon.... or 3 suits of full plate... or 200,000 coins.... or a great big chest, etc.

there is simply not much fun value in keeping up with those things...
Mike W

07-29-05, 05:49 PM
I'll add another vote for "knowing the rules". Every player ought to be familiar with the mechanics that their character uses. If a player is consistant in their inability to grasp the mechanics of their character, then they should consider switching out for one that is less mechanically intricate.

I'll also toss another hat into the "plan your turn in advance" ring. Watching the wizard flip through three different sourcebooks on his turn, trying to figure out what all of his spells do, before giving up after five minutes of waffling and casting another Magic Missile, generally causes me to seethe with the burning rage of a thousand white-hot suns.

Finally, a new suggestion: Only one person is needed to explain a rule. Two or more people explaining a rule in stereo is very aggrivating and very, very hard to follow. It usually results in the rule needing to be explained yet again, either immediately or at a later date, and costs more time than it is worth.
Edymnion

07-29-05, 06:09 PM
Roll attack and damage dice at the same time. Throw the 2d6 at the same time as you throw the d20. If you hit, you already have your damage ready to go. If you miss, you just ignore the damage roll. Cuts the amount of time required to do combat rolls in half.
Verelor

07-29-05, 06:13 PM
Quite a golden rule: Every second spent trying to figure out the rules is a second spent not having fun.
Dwarsen

07-29-05, 06:56 PM
Know the rules. More time is lost because of people not knowing the rules, having to look them up and/or arguing about them than because of any other reason.

Dms can save themselves a heck of a lot of time during combat encounters by making a good combat reference sheet: all those involved, in order of intiative, with a list of all the relevant numbers. Mine writes each PC and NPC or monster down on a piece of cardboard, those can be stuck in order on a tray the size of a sheet of paper. He also has a table of pregenerated rolls for commonly used dice sizes: instead of having to roll, he can just use the next one in the column, cross it off an move on. This also helps when he wants to keep the fact that a roll is made a secret (typically for things like Listen and Spot checks). This should be done on beforehand, so it doesn't take any time during the game.

Players should have an easy way of keeping track of expendable resources (spells, charge items, potions, ammo, etc). Simple paper or cardboard tokens can do the trick, or even just a clear list on which every expended item can be ticked off.

Don't allow players to take ages to make up their mind, and don't allow them to change their mind more than once about their character's next action.

Those are very good tips. In my group we often spend hours arguing about a particular rule until we basically agree to disagree and let the DM decide (which he should, anyway).

And I really hate it when players say "I'll do that...wait, I'll do that...no that would be better!", maybe even making some rolls for something and then changing their action. Don't let them do that.
pangalactic

07-29-05, 07:15 PM
I'm a big advocate of rolling attacks and damage at the same time. If you think about it, it has the potential to cut combat time down by half (assuming there are no rules arguments).

And I really hate it when players say "I'll do that...wait, I'll do that...no that would be better!", maybe even making some rolls for something and then changing their action. Don't let them do that.

I don't allow this. As soon as those dice hit the table, you've attempted the action, for better or worse.

Personally, the people who annoy me most are those who insist on shaking the dice for a minute+ before they roll them. It's all well and good playing with them while you're waiting for your turn, but if i'm waiting for you to roll an attack and you're juggling them about in your hand instead of throwing them? I'm going to rule you spent too much time showboating with your sword and failed to get an attack off in time.
Robert Craven

07-29-05, 07:24 PM
First section, how to save time during combat.

Roll more dice than one at a time! Maybe attack+damage at the same time or all your attacks. (That includes: Have enough dice!)

Learn how to calculate numbers! You got to be able to add up 12+7+2+1 in less than a minute.

Know your stats! At higher levels I have an extra sheet to keep track of everything.

Know your spells!

Limit OOC-talk! You do not have to stop it completely, but you just do not have time to discuss your strategies over and over.

That's what slows down our combat a lot.