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Armour Dilemma: Am I Wrong Here?
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<blockquote data-quote="D'karr" data-source="post: 926943" data-attributes="member: 336"><p>I imagine that what you mean by this is that the 3 minutes I chose to use to assess what is going on in some way freezes the characters to "think". </p><p></p><p>My point is that they are not in combat why do you have to run the combat rounds down. They are assessing the situation, getting information. After that is done then start the initiative. Why is that paralysis? For all intents and purposes they were not in combat at that point.</p><p></p><p>I've been in combat - Desert Storm. 3 minutes seems like an eternity in real combat and even in game combat rounds but I can tell you that assessing what is going on in a combat situation can happen in seconds, minutes or hours - all depending on the situation.</p><p></p><p>These are the decisions that the DM makes and given that you spent the time to create the encounter it would have been better if you got everyone involved sooner rather than later.</p><p></p><p></p><p></p><p>Well, then why ask for others opinions of how they would have done it differently if you are going to just dismiss it by saying that solutions that do not fit within your idea of how the timeline should work "introduce random and arbitary elements into the game"?</p><p></p><p>Your timeline and the whole combat in effect were random and arbitrary by definition. You randomly selected where everyone was placed and randomly or arbitrarily decided what they were doing and arbitrarily started the combat clock when the PCs woke up.</p><p></p><p>How is that any less arbitrary than letting the PCs get to the location and assess what is going on and then start the combat rounds.</p><p></p><p></p><p></p><p>And on this we can definitely agree. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="D'karr, post: 926943, member: 336"] I imagine that what you mean by this is that the 3 minutes I chose to use to assess what is going on in some way freezes the characters to "think". My point is that they are not in combat why do you have to run the combat rounds down. They are assessing the situation, getting information. After that is done then start the initiative. Why is that paralysis? For all intents and purposes they were not in combat at that point. I've been in combat - Desert Storm. 3 minutes seems like an eternity in real combat and even in game combat rounds but I can tell you that assessing what is going on in a combat situation can happen in seconds, minutes or hours - all depending on the situation. These are the decisions that the DM makes and given that you spent the time to create the encounter it would have been better if you got everyone involved sooner rather than later. Well, then why ask for others opinions of how they would have done it differently if you are going to just dismiss it by saying that solutions that do not fit within your idea of how the timeline should work "introduce random and arbitary elements into the game"? Your timeline and the whole combat in effect were random and arbitrary by definition. You randomly selected where everyone was placed and randomly or arbitrarily decided what they were doing and arbitrarily started the combat clock when the PCs woke up. How is that any less arbitrary than letting the PCs get to the location and assess what is going on and then start the combat rounds. And on this we can definitely agree. :D Cheers [/QUOTE]
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