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General Tabletop Discussion
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There should be an option for 1 minute rounds.
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<blockquote data-quote="Crazy Jerome" data-source="post: 6028290" data-attributes="member: 54877"><p>Yes, 10 to 20 seconds is where I'd put it, though I also agree for the need for some scaling. Actually, the problems with 5-6 seconds and also with 1 minute are that they are too far to the extremes of the practical ranges, making the scaling more difficult. If the default is somewhere around 10-15 seconds, then it becomes easier to have modules scale for shorter or longer without so many side effects.</p><p> </p><p>The 1 minute round is really meant fo dungeon exploration and/or or wilderness skirmishing. It can make sense in that environment, because it's assumed that a great deal of time is spent skulking and moving. For example, "The Howling Tower", a Fafhrd and Gray Mouser early adventure as a scene where they fight some bandits while circling around the woods of a clearing, with said tower in the middle. No one wants to go out in the clearing and give away their position, but no one wants to leave the edge where they can't see the clearing. Everyone in the fight knows this. So you have pauses in the action until two opponents close, whereupon it ends rather quickly. </p><p> </p><p>Of course, you could also do a hybrid approach that had distinct "skirmish" rounds of longer duration, but then close melee rounds with limited options happening far quicker. Average spell casting to mainly work in the skirmish scale, which puts a caster at a disadvantage in melee (absent certain key spells designed just for that). Something like this might do a better job of handling the pacing (stalking, building action, followed by relatively rapid resolution) than a set scale, and would also enjoy the best of both worlds for ease of play.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6028290, member: 54877"] Yes, 10 to 20 seconds is where I'd put it, though I also agree for the need for some scaling. Actually, the problems with 5-6 seconds and also with 1 minute are that they are too far to the extremes of the practical ranges, making the scaling more difficult. If the default is somewhere around 10-15 seconds, then it becomes easier to have modules scale for shorter or longer without so many side effects. The 1 minute round is really meant fo dungeon exploration and/or or wilderness skirmishing. It can make sense in that environment, because it's assumed that a great deal of time is spent skulking and moving. For example, "The Howling Tower", a Fafhrd and Gray Mouser early adventure as a scene where they fight some bandits while circling around the woods of a clearing, with said tower in the middle. No one wants to go out in the clearing and give away their position, but no one wants to leave the edge where they can't see the clearing. Everyone in the fight knows this. So you have pauses in the action until two opponents close, whereupon it ends rather quickly. Of course, you could also do a hybrid approach that had distinct "skirmish" rounds of longer duration, but then close melee rounds with limited options happening far quicker. Average spell casting to mainly work in the skirmish scale, which puts a caster at a disadvantage in melee (absent certain key spells designed just for that). Something like this might do a better job of handling the pacing (stalking, building action, followed by relatively rapid resolution) than a set scale, and would also enjoy the best of both worlds for ease of play. [/QUOTE]
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