LokiDR said:
Can you tell me exactly how long it takes to use a wand? Two people can't use it at the same time, but there is enough time in a round to fire more than once.
Why are you saying there's enough time in a round to fire more than once? The only case in which this is true is with a creature that has taken a specific feat, which reduces the time it takes to fire a wand. A wand takes a standard action to fire, that's "exactly how long it takes" to use it, and now that 3.0 Haste is gone nobody gets 2 standard actions in a single round. They
can get two move actions in a single round. Now, it's been argued that this is not a matter of time (which I believe it is meant to represent) but purely mechanics (a balance issue). I can understand that argument, even though I don't agree with it. For me, it
is a matter of time. There's not enough time to do it twice in a round.
What exactly do you think a standard action represents? In the case of many actions, it is not what you apparently think it is. An archer that moves 30 feet then fires an arrow spends most of his round moving 30 feet.
Obviously I disagree.
A spell cast represents more a matter of concentration than action.
The concentration
is the action. It's one of those "purely mental actions" that
Hold Person is so fond of mentioning.
Well, all the crossbow users must be happy to hear that you house-rule their weapons to be faster. The RAW disagrees, however.
I'm not equating firing a crossbow with firing a gun, so I'm making no such houserule. If you think firing and reloading a crossbow is the same as firing and reloading a 9mm, you are sorely mistaken.
Of course you think the analogy shows your way correct, you didn't address MY analogy. You made up a different situation. I believe this is called a 'straw man'.
I have not taken formal debate, so I may have the terminology wrong, but I believe a "straw man" is when you set up an argument the other side did not make in order to easily defeat it, thus claiming your side's superiority to a position the opposition never took.
My analogy did not (or was not meant to) do that. I felt your analogy was flawed. It did not take into account actual using of the item (the ball, in the analogy) but only the passing of it. Saying one could move the ball 4-6 times in six seconds didn't address the issue at all, because none of the participants were
doing anything
with the ball while they had it. I therefore modified the analogy to take that into account, in an attempt to use it to illustrate my point.
Look, picture a simple passing drill from basketball. The players all stand still, and ready to toss the ball to the next person. In six seconds, that ball can be safely passed several times without any real fear of dropping it.
Yes, I understood your analogy. As I mentioned above, I provided a counter-analogy because I don't believe merely passing the ball between players means anything. If you'd rather, I concede that six wizards could all pass the wand from one to the next in a single round...
without using it.
As Hyp pointed out so very well, ruling simultaneous actions in your way means more problems for the full attacking fighters than the wizards.
Hyp did point out another part of the game where simultenaity breaks down, no doubt about that. But I think you misunderstand my intent or belief in this discussion. I'm not arguing that simultenaity doesn't break down. It does, and I know it. And for the most part I don't think about it too hard. I just take it as a necessary part of a game that is trying to simulate real time action with turn-based rounds. But if I were to have a player or players try and
exploit that system, then I'd feel the need to do something to bring things back under control. There's a difference between everyone ignoring the cracks in the wall and playing is if they weren't there, and a few players blatantly trying to squeeze things through it.
In that case, I take my cue from the RAW, which informs me that there may be times I need to enforce ad hoc simultenaity in the game, and do exactly that to preserve suspension-of-disbelief in my games.