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Armour Dilemma: Am I Wrong Here?
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<blockquote data-quote="Elvinis75" data-source="post: 926995" data-attributes="member: 4379"><p><strong>Please address this question</strong></p><p></p><p>I’m so shocked by the lack of consistency. At one moment we are talking about show me one place where I broke the rules. I counter, though quite a ways into the thread as I needed to wait to get to my books, pg. 121. The rules laid out for the time that it takes for people to talk in GT. Out comes the metagame wand and all is forgotten. Rules like the one on page 121 are there for a reason and make sense because the game has reality as its base. Changing the rules arbitrary for some time related rules but not others starts to sound like a child saying because I said so. Just explain to me the logic behind the fact that no time passing when people are talking for 5-10 minutes but 4 minutes of armor time lasts a good portion of the night? Reminds me of a poorly dubbed Japanese film where the dog moves its mouth 23 times follow shortly thereafter but the audio dub “Bark!” In combat you don’t have time to tell a person a whole plan in a round because a round is 6 seconds. That 6 seconds applies to talking, casting spells, putting on armor, walking and would assume chewing gum is a free action. If talking and planning takes no time what about the other things? During the metagame time stop can they cast 15 spells? Can someone address this with a serious reason lacking anger? Though there is a lot of sarcasm and humor above.</p><p>Further I thought that metagaming has to do with a character having knowledge that the player does that he really shouldn’t. Why would three characters want to stop the roleplaying session to discuss in bullet time the plan when it is going to sit them out later? I’d say start the clock, tell me about the one armed man with the pointy teeth and help on with this armor while your at it. How long does it take a hasted creature with another hasted creature helping him to get on armor while they are talking?</p></blockquote><p></p>
[QUOTE="Elvinis75, post: 926995, member: 4379"] [b]Please address this question[/b] I’m so shocked by the lack of consistency. At one moment we are talking about show me one place where I broke the rules. I counter, though quite a ways into the thread as I needed to wait to get to my books, pg. 121. The rules laid out for the time that it takes for people to talk in GT. Out comes the metagame wand and all is forgotten. Rules like the one on page 121 are there for a reason and make sense because the game has reality as its base. Changing the rules arbitrary for some time related rules but not others starts to sound like a child saying because I said so. Just explain to me the logic behind the fact that no time passing when people are talking for 5-10 minutes but 4 minutes of armor time lasts a good portion of the night? Reminds me of a poorly dubbed Japanese film where the dog moves its mouth 23 times follow shortly thereafter but the audio dub “Bark!” In combat you don’t have time to tell a person a whole plan in a round because a round is 6 seconds. That 6 seconds applies to talking, casting spells, putting on armor, walking and would assume chewing gum is a free action. If talking and planning takes no time what about the other things? During the metagame time stop can they cast 15 spells? Can someone address this with a serious reason lacking anger? Though there is a lot of sarcasm and humor above. Further I thought that metagaming has to do with a character having knowledge that the player does that he really shouldn’t. Why would three characters want to stop the roleplaying session to discuss in bullet time the plan when it is going to sit them out later? I’d say start the clock, tell me about the one armed man with the pointy teeth and help on with this armor while your at it. How long does it take a hasted creature with another hasted creature helping him to get on armor while they are talking? [/QUOTE]
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