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.
I’ve got optimizer tendencies, but we’ve also got another member who is 100% “What would my character do in this high stress situation with the knowledge they have” and I’ve found myself leaning that way during combat more and more.
I will still scrutinize everything outside of combat though, and I’m thankful for the IRL time pressure to get me out of that.
I think there can be some intra-group tension when half the group is going for “how can we win this fight cleanly with minimal resources spent?” and half is going for “what would my character do? What would be dramatic?”
It’s something to clear up in session 0, I think.
My personal fantasy right now is being part of a highly skilled and competent team. I’m tired of always being the three stooges.
Also bad: when part of the group wants to play for clean victory, and part of the group does but it really bad at it.
Working through options isn’t necessarily bad, but it can disrupt the game and make it less enjoyable for other players. The idea with adding time pressure is to add to the fun.
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.
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.
I’ve got optimizer tendencies, but we’ve also got another member who is 100% “What would my character do in this high stress situation with the knowledge they have” and I’ve found myself leaning that way during combat more and more.
I will still scrutinize everything outside of combat though, and I’m thankful for the IRL time pressure to get me out of that.
I think there can be some intra-group tension when half the group is going for “how can we win this fight cleanly with minimal resources spent?” and half is going for “what would my character do? What would be dramatic?”
It’s something to clear up in session 0, I think.
My personal fantasy right now is being part of a highly skilled and competent team. I’m tired of always being the three stooges.
Also bad: when part of the group wants to play for clean victory, and part of the group does but it really bad at it.
Working through options isn’t necessarily bad, but it can disrupt the game and make it less enjoyable for other players. The idea with adding time pressure is to add to the fun.
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.