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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: 150181" data-attributes="member: 3940"><p>And fighter types are or aren't short on sheer firepower in comparison to magic users at any given level of the game?</p><p></p><p>Actually - the "six seconds bit" isn't an assumption.</p><p></p><p>The six second "round allotments" are entirely consumed - wether or not I choose to USE them is a different matter. Also - the allotments of time are all of equal size... 6 seconds... and I "can't even dare" to compare them on that basis?</p><p></p><p>After all - I can't "hold back" any time I don't use... so any set of possible actions takes the whole 6 seconds - right? And an MEA is a MEA - right?</p><p></p><p>If you want to play the "no two actions are identical" trick... sorry - don't work. All actions occur in one system - the round system. Therefore, they are comparable.</p><p></p><p>I am well aware of the consequences of "allowing" two partial actions in one round. It turns the very fundamental way of thinking about combat upside down just as surely as banning the haste and time stop spells from the game would change it. It hurts your head to concieve of it, but yes - that IS what I am suggesting, and arguing for.</p><p></p><p>Yes, mages get their two spells as well - but "free" actions take on a whole new meaning as well - especially when it comes to how they occur and when you can theoretically do them. Quickened spells as interruptions - without readied actions, are even deadlier interruptions than readied archer fire.</p><p></p><p>Combat is not a game of "I take my turn to bop you and you take your turn to bop me" - It is more sophisticated than this. In essence, I am proposing the idea of playing chess, instead of checkers - on the same "ground" you knew - or at least thought you knew...</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 150181, member: 3940"] And fighter types are or aren't short on sheer firepower in comparison to magic users at any given level of the game? Actually - the "six seconds bit" isn't an assumption. The six second "round allotments" are entirely consumed - wether or not I choose to USE them is a different matter. Also - the allotments of time are all of equal size... 6 seconds... and I "can't even dare" to compare them on that basis? After all - I can't "hold back" any time I don't use... so any set of possible actions takes the whole 6 seconds - right? And an MEA is a MEA - right? If you want to play the "no two actions are identical" trick... sorry - don't work. All actions occur in one system - the round system. Therefore, they are comparable. I am well aware of the consequences of "allowing" two partial actions in one round. It turns the very fundamental way of thinking about combat upside down just as surely as banning the haste and time stop spells from the game would change it. It hurts your head to concieve of it, but yes - that IS what I am suggesting, and arguing for. Yes, mages get their two spells as well - but "free" actions take on a whole new meaning as well - especially when it comes to how they occur and when you can theoretically do them. Quickened spells as interruptions - without readied actions, are even deadlier interruptions than readied archer fire. Combat is not a game of "I take my turn to bop you and you take your turn to bop me" - It is more sophisticated than this. In essence, I am proposing the idea of playing chess, instead of checkers - on the same "ground" you knew - or at least thought you knew... [/QUOTE]
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Can you CHOOSE to turn your spell into a full-round action?
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