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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: 6028417" data-attributes="member: 54877"><p>Perhaps. The intention of my post was that "segments" would get used for combat more often, and thus have their own dedicated mechanics. In particular, some powerful spells would generally require a segment to cast (and thus would rarely be tried in the shorter rounds). </p><p> </p><p>But don't stop there! You can do some very nice things with ranged combat with these kind of assumptions. When characters are skulking around in rounds, archers might only get a couple of shots, while crossbows get one, as do most thrown weapons. (By the time you get close enough to throw something, after that first throw, opponents can close to melee.) This makes crossbows and bows appropriately powerful. But then when you go into rounds, charge actions for reloading/cocking. Suddenly the knife thrower has an advantage. </p><p> </p><p>My concerns are primarily narrative pacing of the combat, with any simulation as a distinct secondary concern. But for emulation of most fantasy fiction, it happens that such a dual time scale can work very well. That is, some of the things that 1-minute rounds were trying to model are valuable, and switching to 6 second rounds, while it has its own value, also threw away some of the original.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6028417, member: 54877"] Perhaps. The intention of my post was that "segments" would get used for combat more often, and thus have their own dedicated mechanics. In particular, some powerful spells would generally require a segment to cast (and thus would rarely be tried in the shorter rounds). But don't stop there! You can do some very nice things with ranged combat with these kind of assumptions. When characters are skulking around in rounds, archers might only get a couple of shots, while crossbows get one, as do most thrown weapons. (By the time you get close enough to throw something, after that first throw, opponents can close to melee.) This makes crossbows and bows appropriately powerful. But then when you go into rounds, charge actions for reloading/cocking. Suddenly the knife thrower has an advantage. My concerns are primarily narrative pacing of the combat, with any simulation as a distinct secondary concern. But for emulation of most fantasy fiction, it happens that such a dual time scale can work very well. That is, some of the things that 1-minute rounds were trying to model are valuable, and switching to 6 second rounds, while it has its own value, also threw away some of the original. [/QUOTE]
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