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4E combat and non-combat timing
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<blockquote data-quote="CapnZapp" data-source="post: 4606899" data-attributes="member: 12731"><p>A great question!</p><p></p><p>My answer would be "Because that would create other, equally troublesome, problems at the other end."</p><p></p><p>Basically, I don't have any problem with the six second round. I guess you could say I'm used to it.</p><p></p><p>But a one-second round in general? Nah, movement and other stuff would be thrown out of synch.</p><p></p><p>The root of the problem, I guess, is that 4E seems to scream for a solution that allows 1) the DM to tailor the length of a combat round according to his needs 2) that this tailoring can be kept localized (that is, combat running on a different time-scale than ritual casting or simple running) and 3) that this doesn't come across as completely arbitrary to the players.</p><p></p><p>(Point #3 is important. D&D isn't a game where rules should be set aside willy-nilly. If you free-form anyway then all its balance is completely superfluous.)</p><p></p><p>Cheers,</p><p>Zapp</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4606899, member: 12731"] A great question! My answer would be "Because that would create other, equally troublesome, problems at the other end." Basically, I don't have any problem with the six second round. I guess you could say I'm used to it. But a one-second round in general? Nah, movement and other stuff would be thrown out of synch. The root of the problem, I guess, is that 4E seems to scream for a solution that allows 1) the DM to tailor the length of a combat round according to his needs 2) that this tailoring can be kept localized (that is, combat running on a different time-scale than ritual casting or simple running) and 3) that this doesn't come across as completely arbitrary to the players. (Point #3 is important. D&D isn't a game where rules should be set aside willy-nilly. If you free-form anyway then all its balance is completely superfluous.) Cheers, Zapp [/QUOTE]
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