Darkness
Hand and Eye of Piratecat [Moderator]
It has: Hit points.3E has no inherent class based dodge level
It has: Hit points.3E has no inherent class based dodge level
Darkness said:It has: Hit points.
*nods* Right, but that goes farther than my point. Which was to point out the mechanic D&D uses for this purpose.D'karr said:(wise things)
fusangite said:I'm not going to take you through exactly what each and every NPC did for the 18 rounds that the battle took but everything was precisely timed. I timed every single action -- every spell, every attack, every foot of movement, etc. according to the rules.
Changing how long different actions take is changing the rules. While I can accept some people's viewpoint that I shouldn't have designed an encounter to maximize my NPCs' effectiveness, I do not accept the argument that it should take my NPCs longer than an attack action to cast a spell or attack an opponent. I spent hours designing the NPCs' plan.
The length of time the combat took was not, in fact, determined unilaterally by me: it was determined by what the players who arrived at the combat did to thwart the NPCs' plan.
Tiefling said:
Alternatively, you can attempt to explain to the player that occasionally being at a disadvantage can heighten the drama, increase the challenge, and make for a fun evening. If the player can be made to get past the feeling that it's somehow personal, I'm sure he could have fun in such a situation.
fusangite said:I'm not going to take you through exactly what each and every NPC did for the 18 rounds that the battle took but everything was precisely timed. I timed every single action -- every spell, every attack, every foot of movement, etc. according to the rules.
Changing how long different actions take is changing the rules. While I can accept some people's viewpoint that I shouldn't have designed an encounter to maximize my NPCs' effectiveness, I do not accept the argument that it should take my NPCs longer than an attack action to cast a spell or attack an opponent. I spent hours designing the NPCs' plan.
The length of time the combat took was not, in fact, determined unilaterally by me: it was determined by what the players who arrived at the combat did to thwart the NPCs' plan.
Darkness said:*nods* Right, but that goes farther than my point. Which was to point out the mechanic D&D uses for this purpose.
I'd prefer it to be otherwise (e.g., like in Star Wars d20), but I guess I can live with hp measuring more than just how many blows to the head you can survive.![]()
The problem I see here is that some actions in your timeline seem to take a lot less time than they would take at any reasonable pace. I believe that getting to the Duke and getting him involved and at the combat would have easily taken at least 5 minutes. And that is even a fast time.
A round is 6 seconds. A conversation is going to take a lot more than one round.
Like I said it is a matter of opinion and you know what they say about opinions.
I will just agree to disagree with you on this carefully crafted timeline.
Darkness said:It has: Hit points.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.