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Balancing (Save Ends) with UENT
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<blockquote data-quote="eamon" data-source="post: 5557459" data-attributes="member: 51942"><p>Hmm, when you put it that way; yeah, that <em>does</em> sound doable. You'd have to try it, I suppose.</p><p></p><p>One difference is that save require some player action; whereas doing those on someone else's turn means an extra moment of administration. Particularly for a DM, more "moments" of administration might make things slower. But, you've got me doubting it'd matter much, that's for sure. How 'bout balance - there's no new issues there? I can't think of any serious ones...</p><p></p><p></p><p>On the topic of ensuring a save-ends effect can be enjoyed by others via delaying...</p><p></p><p>Yeah, and I also think lots of delaying makes for a bogged down combat. If you have to do it, fine, but constantly shuffling initiative order is just going to slow things down. It's not just the fact that you've got to adminster a new init order, it's also that everyone gets confused - and not in a surprising, exiting tactical way, just confused in an administrative way. I love it when people kind of know what they want to do by the time their turn comes up - and that's much harder when turns get taking in different order all the time. And then there's issues with how delay ends sustainable effects too...</p></blockquote><p></p>
[QUOTE="eamon, post: 5557459, member: 51942"] Hmm, when you put it that way; yeah, that [I]does[/I] sound doable. You'd have to try it, I suppose. One difference is that save require some player action; whereas doing those on someone else's turn means an extra moment of administration. Particularly for a DM, more "moments" of administration might make things slower. But, you've got me doubting it'd matter much, that's for sure. How 'bout balance - there's no new issues there? I can't think of any serious ones... On the topic of ensuring a save-ends effect can be enjoyed by others via delaying... Yeah, and I also think lots of delaying makes for a bogged down combat. If you have to do it, fine, but constantly shuffling initiative order is just going to slow things down. It's not just the fact that you've got to adminster a new init order, it's also that everyone gets confused - and not in a surprising, exiting tactical way, just confused in an administrative way. I love it when people kind of know what they want to do by the time their turn comes up - and that's much harder when turns get taking in different order all the time. And then there's issues with how delay ends sustainable effects too... [/QUOTE]
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Balancing (Save Ends) with UENT
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