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<blockquote data-quote="Jeff Carlsen" data-source="post: 6027947" data-attributes="member: 61749"><p>I get what you're going for, but a full minute feels too long and too abstract. But, I would consider lengthening the round some. Perhaps 10, 12, or 15 seconds. Now, I'm not saying I endorse this, but I do want to think it out a bit.</p><p></p><p>Some advantages I see:</p><p></p><p></p><ol> <li data-xf-list-type="ol"><strong>Lengthy Actions:</strong> There are many actions that realistically take longer than six seconds, but that I would like to be viable in combat. Picking a lock, searching through a pile of stuff, etc. Extending the round some makes it easier to suspend disbelief for these.</li> <li data-xf-list-type="ol"><strong>Combined Actions: </strong>In D&D Next, actions like drawing a sword or pulling something from your pack are considered part of making an attack or using an item. Again, this becomes more believable with a longer round.</li> <li data-xf-list-type="ol"><strong>More Movement: </strong>This could be an advantage or disadvantage depending on style of play, but I think more movement provides more options. Thirty feet has always proven limiting.</li> <li data-xf-list-type="ol"><strong>External Events:</strong> Longer rounds allow for more things to happen that aren't part of the action economy. That could be changes in the environment, an ongoing ritual, reinforcements, or what have you.</li> <li data-xf-list-type="ol"><strong>Attempt more complex stunts:</strong> It's not uncommon for a player to suggest a really cool, in character, and reasonable set of actions that they really can't pull off because it would take to long to accomplish in one round and isn't as much fun to do across several.</li> </ol><p>Disadvantages I see:</p><p></p><ol> <li data-xf-list-type="ol"><strong>Further Divorces Actions from Maneuvers:</strong> In a 15 second round, attacking is definitely notjust a single sword swing. It never was, but with a six second round it was closer.</li> <li data-xf-list-type="ol"><strong>Absurd Ranged Combat</strong>: With melee combat, it's easier to abstract out attacks into a series of blows and defenses that wear your opponent down, perhaps with a single highlight moment of the round. With ranged combat, one arrow either hits and does physical damage, or it misses and does nothing. Any other description defies credibility. This problem already exists to an extent with the six second round, but it would get worse.</li> </ol></blockquote><p></p>
[QUOTE="Jeff Carlsen, post: 6027947, member: 61749"] I get what you're going for, but a full minute feels too long and too abstract. But, I would consider lengthening the round some. Perhaps 10, 12, or 15 seconds. Now, I'm not saying I endorse this, but I do want to think it out a bit. Some advantages I see: [LIST=1] [*][B]Lengthy Actions:[/B] There are many actions that realistically take longer than six seconds, but that I would like to be viable in combat. Picking a lock, searching through a pile of stuff, etc. Extending the round some makes it easier to suspend disbelief for these. [*][B]Combined Actions: [/B]In D&D Next, actions like drawing a sword or pulling something from your pack are considered part of making an attack or using an item. Again, this becomes more believable with a longer round. [*][B]More Movement: [/B]This could be an advantage or disadvantage depending on style of play, but I think more movement provides more options. Thirty feet has always proven limiting. [*][B]External Events:[/B] Longer rounds allow for more things to happen that aren't part of the action economy. That could be changes in the environment, an ongoing ritual, reinforcements, or what have you. [*][B]Attempt more complex stunts:[/B] It's not uncommon for a player to suggest a really cool, in character, and reasonable set of actions that they really can't pull off because it would take to long to accomplish in one round and isn't as much fun to do across several. [/LIST] Disadvantages I see: [LIST=1] [*][B]Further Divorces Actions from Maneuvers:[/B] In a 15 second round, attacking is definitely notjust a single sword swing. It never was, but with a six second round it was closer. [*][B]Absurd Ranged Combat[/B]: With melee combat, it's easier to abstract out attacks into a series of blows and defenses that wear your opponent down, perhaps with a single highlight moment of the round. With ranged combat, one arrow either hits and does physical damage, or it misses and does nothing. Any other description defies credibility. This problem already exists to an extent with the six second round, but it would get worse. [/LIST] [/QUOTE]
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