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AD&D weapon speed vs 5e turn based combat?
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<blockquote data-quote="Blue" data-source="post: 8550618" data-attributes="member: 20564"><p>One additional factor - because it uses fixed cyclic initiative, 5e makes frequent use of durations "until the start|end of your next turn", as a shorthand for "this will be in play for exactly one of everyone's turns". Imagine a wizard being able to extend their Shield because they picked a slow action with a worse initiative the following round and it affecting the create that started it again. Or a monk stunning someone but they pick a slow action so it goes off after the monk's initiative and they don't lose an action at all.</p><p></p><p>You can make changes and preserve the "affects everyone exactly once/X times", but you need an additional layer of bookkeeping that 5e doesn't provide because there was no need with cyclic initiative, and that worked well with their streamlining.</p></blockquote><p></p>
[QUOTE="Blue, post: 8550618, member: 20564"] One additional factor - because it uses fixed cyclic initiative, 5e makes frequent use of durations "until the start|end of your next turn", as a shorthand for "this will be in play for exactly one of everyone's turns". Imagine a wizard being able to extend their Shield because they picked a slow action with a worse initiative the following round and it affecting the create that started it again. Or a monk stunning someone but they pick a slow action so it goes off after the monk's initiative and they don't lose an action at all. You can make changes and preserve the "affects everyone exactly once/X times", but you need an additional layer of bookkeeping that 5e doesn't provide because there was no need with cyclic initiative, and that worked well with their streamlining. [/QUOTE]
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AD&D weapon speed vs 5e turn based combat?
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