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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A Time Limit On Multiple Actions Per Turn!
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<blockquote data-quote="delericho" data-source="post: 5955801" data-attributes="member: 22424"><p>We do something similar, but not as draconian - when your turn arrives, you are expected to declare your <em>first</em> action of the round promptly or you lose your turn. (And that is "lose your turn" - it doesn't default to a delayed action. Of course, declaring "delay" is a valid choice.)</p><p></p><p>The thing is, the situation in combat can change quite quickly, and some actions can be contingent on the results of previous actions. So it's not reasonable to expect players to declare everything at the outset IMO.</p><p></p><p>We don't have a lot of reactions/interrupts in our 3.5e game, but where they do apply, players are again expected to declare them promptly - once the action causing the interrupt is resolved, it's too late to go back and interrupt it.</p><p></p><p>The truth is as Chris_Nightwing says - if you allow multiple actions then you inevitably introduce slowdown. All you can do is try to mitigate that slowdown.</p><p></p><p>However, for me multiple actions have <em>never</em> been a cause of great slowdown - the issue has generally been either indecisive players failing to pick an action or, more commonly, those particular <em>types</em> of action that just take a long time to resolve - dispels, polymorphs, and the like.</p><p></p><p>As such, I'm actually happy with the 3e action economy (though 4e generally gets it better); where I want work done on those specific difficult areas. (And for 5e, I'm not terribly happy with what they've done with actions, as I think it's a step back. But I'm willing to live with it.)</p></blockquote><p></p>
[QUOTE="delericho, post: 5955801, member: 22424"] We do something similar, but not as draconian - when your turn arrives, you are expected to declare your [i]first[/i] action of the round promptly or you lose your turn. (And that is "lose your turn" - it doesn't default to a delayed action. Of course, declaring "delay" is a valid choice.) The thing is, the situation in combat can change quite quickly, and some actions can be contingent on the results of previous actions. So it's not reasonable to expect players to declare everything at the outset IMO. We don't have a lot of reactions/interrupts in our 3.5e game, but where they do apply, players are again expected to declare them promptly - once the action causing the interrupt is resolved, it's too late to go back and interrupt it. The truth is as Chris_Nightwing says - if you allow multiple actions then you inevitably introduce slowdown. All you can do is try to mitigate that slowdown. However, for me multiple actions have [i]never[/i] been a cause of great slowdown - the issue has generally been either indecisive players failing to pick an action or, more commonly, those particular [i]types[/i] of action that just take a long time to resolve - dispels, polymorphs, and the like. As such, I'm actually happy with the 3e action economy (though 4e generally gets it better); where I want work done on those specific difficult areas. (And for 5e, I'm not terribly happy with what they've done with actions, as I think it's a step back. But I'm willing to live with it.) [/QUOTE]
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A Time Limit On Multiple Actions Per Turn!
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