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General Tabletop Discussion
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A Thought on Turn-Based Movement
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<blockquote data-quote="delericho" data-source="post: 6091185" data-attributes="member: 22424"><p>Yep. Basically, it's an issue of resolution - the game applies a 6-second 'shutter' on events, meaning that any events that take less time than that are hard to see. It's especially problematic in the very first round of combat, when it's quite likely that a whole bunch of special cases may apply.</p><p></p><p>The issue can be improved (though not totally eliminated) by reducing the round to a smaller increment and allowing characters to do correspondingly less. For example, you could switch to a 3-second round and only allow a single action (standard or move) in that time. However, this of course has knock-on effects for the rest of the system.</p><p></p><p>One thing I would suggest would be to start every combat with a surprise round, even if nobody is actually surprised. That would allow the guard to get moving, but limit the distance he can cover before the PCs get to respond. And it's a fairly painless way to resolve the particular issue you have described.</p><p></p><p>(Of course, there are other corner cases that it doesn't fix - ultimately, round-based combat may be nothing more than the least-worst option available in the game, and not something that can ever be completely fixed.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6091185, member: 22424"] Yep. Basically, it's an issue of resolution - the game applies a 6-second 'shutter' on events, meaning that any events that take less time than that are hard to see. It's especially problematic in the very first round of combat, when it's quite likely that a whole bunch of special cases may apply. The issue can be improved (though not totally eliminated) by reducing the round to a smaller increment and allowing characters to do correspondingly less. For example, you could switch to a 3-second round and only allow a single action (standard or move) in that time. However, this of course has knock-on effects for the rest of the system. One thing I would suggest would be to start every combat with a surprise round, even if nobody is actually surprised. That would allow the guard to get moving, but limit the distance he can cover before the PCs get to respond. And it's a fairly painless way to resolve the particular issue you have described. (Of course, there are other corner cases that it doesn't fix - ultimately, round-based combat may be nothing more than the least-worst option available in the game, and not something that can ever be completely fixed.) [/QUOTE]
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