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<blockquote data-quote="I'm A Banana" data-source="post: 5855571" data-attributes="member: 2067"><p>I don't think that necessarily follows. TV shows manage to build and release tension in 20-40 minute bursts on a weekly basis. I don't think it's too much to see that the collective decision-making/rules-referencing portion of the game take about as much or less time than commercial breaks in an hour-long TV drama. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I think the main choice is going to be between speed and verisimilitude or options, not speed and storyline.</p><p></p><p>Take the OA rules in 4e and 3e: you provoke if you move to a square adjacent to an enemy. Provoking means that, <strong>if</strong> the monster has the actions available, they can opt to attack you, rolling to hit and dealing damage before your turn resumes. </p><p></p><p>It's a tactical option that certainly adds verisimilitude (running past a guy isn't usually a safe move!), but that slows down that game to a sudden crawl. That crawl might be worthwhile for groups that want that tactical dimension, or that realistic combat, but it's not always worth it for those who like a more cinematic game. </p><p></p><p>So the choice for a "fast game" would be to drop them -- they spiral the duration of a turn into the stratosphere. But that does remove some tactical elements, and some realism-based elements from the game. So which do you want? 5e sounds like it might want to give you both. YAY.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5855571, member: 2067"] I don't think that necessarily follows. TV shows manage to build and release tension in 20-40 minute bursts on a weekly basis. I don't think it's too much to see that the collective decision-making/rules-referencing portion of the game take about as much or less time than commercial breaks in an hour-long TV drama. :) I think the main choice is going to be between speed and verisimilitude or options, not speed and storyline. Take the OA rules in 4e and 3e: you provoke if you move to a square adjacent to an enemy. Provoking means that, [B]if[/B] the monster has the actions available, they can opt to attack you, rolling to hit and dealing damage before your turn resumes. It's a tactical option that certainly adds verisimilitude (running past a guy isn't usually a safe move!), but that slows down that game to a sudden crawl. That crawl might be worthwhile for groups that want that tactical dimension, or that realistic combat, but it's not always worth it for those who like a more cinematic game. So the choice for a "fast game" would be to drop them -- they spiral the duration of a turn into the stratosphere. But that does remove some tactical elements, and some realism-based elements from the game. So which do you want? 5e sounds like it might want to give you both. YAY. [/QUOTE]
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