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<blockquote data-quote="toucanbuzz" data-source="post: 7408417" data-attributes="member: 19270"><p>I've been using the DMG speed factor variant and looked over the Greyhawk variant, so some of this is familiar. <em>And, in actual gameplay as I've documented in another thread, "losing" an action is a very rare event.</em></p><p></p><p><strong>Movement:</strong> The +1d6 modifier should be clarified for the option to move in case it'd be counterproductive when your turn comes up. You're still penalized for not setting your feet, Greyhawk style.</p><p></p><p><strong>Weapons:</strong> Hey, the d12 gets some love. In your monster section, what about a Giant with a giant-sized knife? Do you have a size modifier built in to account for this? </p><p></p><p>Do ranged weapons act differently? What about loading weapons? </p><p></p><p>Are you accounting (or caring) for the argument that <em>Reach</em> matters? A criticism of weapon speed is that fantasy armies of creatures with daggers and short swords should overwhelm armies with long swords, pikes, etc., due to superior initiative. </p><p></p><p><strong>Special Actions:</strong> Does this include all class abilities such as clerical Channel? What about class abilities that mimic spells? What about if a class ability is a "bonus" action?</p><p></p><p><strong>Spells:</strong> Casters seem to get hosed under this system. In the DMG variant, it's -1 per spell level so that a 2nd level spell is akin to a heavy weapon, and a 5th level spell is like loading a crossbow. I get the impression they'll generally always go last if they do anything but cast a Cantrip.</p><p></p><p><strong>Other:</strong> Do Bonus actions and normal Actions stack modifiers? (Under DMG variant they do). If not, how do you account for them?</p><p></p><p>Improvised actions, are these like opening a door, using a lever, etc.? What if one is vastly different, such as tying a knot versus simply pushing a door open? Or does the +1d6 already account for what can happen in 6 seconds? In the variant, the DM decides arbitrarily whether to assign a penalty modifier.</p><p></p><p>Size. As above, does it make sense to penalize larger weapons but not larger creatures? </p><p></p><p>That's a lot of dice rolling. Assuming bonus actions stack, if I want to move, attack with my longsword, and cast Healing Word as a bonus action, I'm rolling 1d6+my modifier + 1d8 + 1d4 minus 1. That's, relative to the original system, a lot of rolls and math <em>each round</em>. Plus, if you have diverse enemies, you the DM are having to track the same thing. What if the party is facing another adventuring party? You, the DM, might be rolling and tracking 3 different dice each round for each enemy. Are you concerned about slowing combat down?</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7408417, member: 19270"] I've been using the DMG speed factor variant and looked over the Greyhawk variant, so some of this is familiar. [I]And, in actual gameplay as I've documented in another thread, "losing" an action is a very rare event.[/I] [B]Movement:[/B] The +1d6 modifier should be clarified for the option to move in case it'd be counterproductive when your turn comes up. You're still penalized for not setting your feet, Greyhawk style. [B]Weapons:[/B] Hey, the d12 gets some love. In your monster section, what about a Giant with a giant-sized knife? Do you have a size modifier built in to account for this? Do ranged weapons act differently? What about loading weapons? Are you accounting (or caring) for the argument that [I]Reach[/I] matters? A criticism of weapon speed is that fantasy armies of creatures with daggers and short swords should overwhelm armies with long swords, pikes, etc., due to superior initiative. [B]Special Actions:[/B] Does this include all class abilities such as clerical Channel? What about class abilities that mimic spells? What about if a class ability is a "bonus" action? [B]Spells:[/B] Casters seem to get hosed under this system. In the DMG variant, it's -1 per spell level so that a 2nd level spell is akin to a heavy weapon, and a 5th level spell is like loading a crossbow. I get the impression they'll generally always go last if they do anything but cast a Cantrip. [B]Other:[/B] Do Bonus actions and normal Actions stack modifiers? (Under DMG variant they do). If not, how do you account for them? Improvised actions, are these like opening a door, using a lever, etc.? What if one is vastly different, such as tying a knot versus simply pushing a door open? Or does the +1d6 already account for what can happen in 6 seconds? In the variant, the DM decides arbitrarily whether to assign a penalty modifier. Size. As above, does it make sense to penalize larger weapons but not larger creatures? That's a lot of dice rolling. Assuming bonus actions stack, if I want to move, attack with my longsword, and cast Healing Word as a bonus action, I'm rolling 1d6+my modifier + 1d8 + 1d4 minus 1. That's, relative to the original system, a lot of rolls and math [I]each round[/I]. Plus, if you have diverse enemies, you the DM are having to track the same thing. What if the party is facing another adventuring party? You, the DM, might be rolling and tracking 3 different dice each round for each enemy. Are you concerned about slowing combat down? [/QUOTE]
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