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Can you CHOOSE to turn your spell into a full-round action?
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<blockquote data-quote="Magus_Jerel" data-source="post: 147843" data-attributes="member: 3940"><p>And this is why I must reduce it all to a function of time - nothing more or less. If I cannot do so - then it falls apart - but all the actions take "time".</p><p></p><p>This - makes it a question of the first order. I don't dare try to put "all possible actions" into a single rubric in and of itself; but I DO dare to quantify them relative to one another in an objective fashion using logic of this power.</p><p></p><p>Bold? - yeah</p><p>Revolutionary - Maybe...</p><p></p><p>but it's not like I am trying to derive modus tollens for the first time either, or prove the foundation of symbolic logic.</p><p></p><p>I am reading their intent very carefully - applying the principles of textualism and presuming that they were not anticipating the application of logical forms to their words.</p><p></p><p>Evidently - people are really hating the very idea of being able to take two partial actions as you will in one round without invoking magic. This is like - absolutely verboten here.</p><p></p><p>That is - largely, the only true consequence of this whole thing.</p><p></p><p>The second question of "what you can and can't do on your turn" also gets a swift realigning - one that is also very playable as far as I can tell. None of my players have complained about this interpretation or system being used - at any level of the game.</p><p></p><p>Granted, it threw their heads for a loop when trying to get used to it - but it worked after a couple of sessions quite nicely.</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 147843, member: 3940"] And this is why I must reduce it all to a function of time - nothing more or less. If I cannot do so - then it falls apart - but all the actions take "time". This - makes it a question of the first order. I don't dare try to put "all possible actions" into a single rubric in and of itself; but I DO dare to quantify them relative to one another in an objective fashion using logic of this power. Bold? - yeah Revolutionary - Maybe... but it's not like I am trying to derive modus tollens for the first time either, or prove the foundation of symbolic logic. I am reading their intent very carefully - applying the principles of textualism and presuming that they were not anticipating the application of logical forms to their words. Evidently - people are really hating the very idea of being able to take two partial actions as you will in one round without invoking magic. This is like - absolutely verboten here. That is - largely, the only true consequence of this whole thing. The second question of "what you can and can't do on your turn" also gets a swift realigning - one that is also very playable as far as I can tell. None of my players have complained about this interpretation or system being used - at any level of the game. Granted, it threw their heads for a loop when trying to get used to it - but it worked after a couple of sessions quite nicely. [/QUOTE]
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Can you CHOOSE to turn your spell into a full-round action?
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