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There should be an option for 1 minute rounds.
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<blockquote data-quote="Neonchameleon" data-source="post: 6027911" data-attributes="member: 87792"><p>They bring in my experience precisely two things.</p><p></p><ol> <li data-xf-list-type="ol">They disengage the players by taking their ability to react to situations out of their hands so you can get combat out of the way faster</li> <li data-xf-list-type="ol">They make entering combat less desirable and so encourage it to happen less.</li> </ol><p></p><p></p><p>1 minute rounds do not themselves emphasise the abstract nature of the combat. They force you to put the combat <em>on autopilot</em>. In actual combat I can't predict more than a few seconds ahead even in general terms. And I now need to decide what I'm doing for an entire minute? I'm only able to do that in the vaguest and most general terms.</p><p></p><p>And it doesn't reduce simulationist concerns. It if anything emphasises them - you have an entire minute to go on and you don't even have player input into that for most of it. Which means you more or less have to default to a sim-approach.</p><p></p><p></p><p></p><p>You mean rather than "it would streamline the action economy" that it would take the actions entirely out of the action economy, and take the player's points of contact with the world out of the game. You'd be playing very slow stop-motion theatre of the mind with the stops in the stop motion only updating once every minute. Yeah, I suppose stop motion with the motions a minute apart makes the video easy to produce.</p><p></p><p>And you haven't done away with minor/swift actions. You still need them for some forms of spellcasting and maintaining spells.</p><p></p><p></p><p></p><p>This is actually a good point.</p><p></p><p></p><p></p><p>Because you want to revert to "Combat must be avoided" as the mantra of D&D? That's one. To appeal to rubberneckers who want to watch a train wreck of a game is a second.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6027911, member: 87792"] They bring in my experience precisely two things. [LIST=1] [*]They disengage the players by taking their ability to react to situations out of their hands so you can get combat out of the way faster [*]They make entering combat less desirable and so encourage it to happen less. [/LIST] 1 minute rounds do not themselves emphasise the abstract nature of the combat. They force you to put the combat [I]on autopilot[/I]. In actual combat I can't predict more than a few seconds ahead even in general terms. And I now need to decide what I'm doing for an entire minute? I'm only able to do that in the vaguest and most general terms. And it doesn't reduce simulationist concerns. It if anything emphasises them - you have an entire minute to go on and you don't even have player input into that for most of it. Which means you more or less have to default to a sim-approach. You mean rather than "it would streamline the action economy" that it would take the actions entirely out of the action economy, and take the player's points of contact with the world out of the game. You'd be playing very slow stop-motion theatre of the mind with the stops in the stop motion only updating once every minute. Yeah, I suppose stop motion with the motions a minute apart makes the video easy to produce. And you haven't done away with minor/swift actions. You still need them for some forms of spellcasting and maintaining spells. This is actually a good point. Because you want to revert to "Combat must be avoided" as the mantra of D&D? That's one. To appeal to rubberneckers who want to watch a train wreck of a game is a second. [/QUOTE]
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