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<blockquote data-quote="Ilbranteloth" data-source="post: 7466207" data-attributes="member: 6778044"><p>Yeah, in a world where goblins have been at war with humans, elves, dwarves, and other intelligent races including spellcasters, I wouldn’t even question it. However, a cowardly goblin stopping to help its “weaker” friends?</p><p></p><p>More importantly, creatures often don’t wake up instantly. To stop while there’s an imminent threat when you don’t know if the others are alive or whether they’ll wake up in time seems a bit unlikely. But kicking them on the way by isn’t too far-fetched. </p><p></p><p>Really, it’s the idea that any creature can shake a companion, have them wake up, then get up, shake another one themselves, and run to safety all in less time than it takes the person standing next to them (or a few feet away) with weapon ready and the intent already underway, a lot less so. </p><p></p><p>It also makes for some odd narratives in order to avoid it like moving to position to make the kill, readying an action to strike any goblin that moves, and then waiting until the next round so you can all make your attacks first. Especially since players are extremely reluctant to ever let a turn go unused. </p><p></p><p>This is also an artifact of a round being described as 6 seconds in duration, yet allowing virtually any number of activities in a sequential manner to occur within those 6 seconds, combined with a general design approach to not design things (other than spell durations) that take multiple rounds. </p><p></p><p>This is all what we try to avoid in our game. The idea is that the rules should help adjudicate the action in the fiction, not define the fiction itself. The fiction unfolds in an asymmetric way with activities taking as close to the amount of time as we think they should. We also prefer more variability than a fixed rule. So awakening a creature might take a 1d4 amount of time, and a creature has to weigh the risks of attempting to awaken their ally to other alternatives, such as trying to drag them away, defending them, at abandoning them, or any other option that’s appropriate at the time.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7466207, member: 6778044"] Yeah, in a world where goblins have been at war with humans, elves, dwarves, and other intelligent races including spellcasters, I wouldn’t even question it. However, a cowardly goblin stopping to help its “weaker” friends? More importantly, creatures often don’t wake up instantly. To stop while there’s an imminent threat when you don’t know if the others are alive or whether they’ll wake up in time seems a bit unlikely. But kicking them on the way by isn’t too far-fetched. Really, it’s the idea that any creature can shake a companion, have them wake up, then get up, shake another one themselves, and run to safety all in less time than it takes the person standing next to them (or a few feet away) with weapon ready and the intent already underway, a lot less so. It also makes for some odd narratives in order to avoid it like moving to position to make the kill, readying an action to strike any goblin that moves, and then waiting until the next round so you can all make your attacks first. Especially since players are extremely reluctant to ever let a turn go unused. This is also an artifact of a round being described as 6 seconds in duration, yet allowing virtually any number of activities in a sequential manner to occur within those 6 seconds, combined with a general design approach to not design things (other than spell durations) that take multiple rounds. This is all what we try to avoid in our game. The idea is that the rules should help adjudicate the action in the fiction, not define the fiction itself. The fiction unfolds in an asymmetric way with activities taking as close to the amount of time as we think they should. We also prefer more variability than a fixed rule. So awakening a creature might take a 1d4 amount of time, and a creature has to weigh the risks of attempting to awaken their ally to other alternatives, such as trying to drag them away, defending them, at abandoning them, or any other option that’s appropriate at the time. [/QUOTE]
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