Some are really hardcore- the DM shouts "What are you doing!? Don't know? Too late! You skip your turn!"
Something like a 30, 60 second timer should be good, though.
If it's not something that is specifically a 'pressure' decision, that's fine. But, 1 minute, to decide where to move, whether to attack or not, how to venture through a situation during an encounter? To me, I guess that would depend on how experienced a player is. My current game is with a lot of brand new players, and a little extra time to figure out just WHAT they CAN do is expected. If everyone is experienced, a minute spent solely during your turn to decide what you'll do to occupy a 6 second fragment seems long.
Analysis Problems in D&D
- 17/07/2011 11:18:09 PM
878 Views
Get a tiny hourglass (that obviously doesn't take an hour)...
- 18/07/2011 02:14:17 AM
784 Views
While tempting...
- 18/07/2011 02:34:03 AM
741 Views
A timer seems reasonable. I've heard of other groups doing this
- 18/07/2011 02:24:40 PM
734 Views
1 minute to make a decision?
- 26/07/2011 08:03:59 PM
631 Views
If he hasn't decided on an action when it's his turn, then he forfeits his turn.
- 19/07/2011 11:32:49 AM
862 Views
Flow of play can be a very big issue in a game.
- 26/07/2011 04:47:05 PM
728 Views

*NM*