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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Combat Rounds: How Long Should They Be?
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<blockquote data-quote="Tallifer" data-source="post: 5800226" data-attributes="member: 84661"><p>I think it is very hard to make realistic combat rounds in a game like turn-by-turn roleplaying game like D&D. Swinging a sword or shooting an arrow takes seconds in real life, charging across an open room takes only seconds as well; but in most fantasy literature casting a magical spell requires melodramatic hand gestures and incantations (although on the BBC television show Merlin, magic takes less than a second and a glowing of the eyes); lighting a torch or getting a potion out and drinking, or swapping weapons, would definitely take more than six seconds.</p><p></p><p>Ace & Eights had the most realistic timing system, but no D&D player would want it. It was second by second, and there was a time track. You declared actions, every action had a second cost, and when your time was up on the chart, you took that action. Your skill, dexterity and situation influenced the timing. It meant that there were no rounds: every few second something happened. Skilled and quick people did things a bit more often. Drawing, aiming and shooting seemed to take ages. Once your gun was drawn and you had someone in a vulnerable spot, you could just pull the trigger as long as you had bullets, which was incredibly deadly.</p><p></p><p>In the end, I think we have to accept six or twenty second rounds for the sake of the game. It seems like a good compromise between the sword and the torch and the spell and the sprint. It is much easier and more enjoyable than the Aces & Eights system in my opinion.</p></blockquote><p></p>
[QUOTE="Tallifer, post: 5800226, member: 84661"] I think it is very hard to make realistic combat rounds in a game like turn-by-turn roleplaying game like D&D. Swinging a sword or shooting an arrow takes seconds in real life, charging across an open room takes only seconds as well; but in most fantasy literature casting a magical spell requires melodramatic hand gestures and incantations (although on the BBC television show Merlin, magic takes less than a second and a glowing of the eyes); lighting a torch or getting a potion out and drinking, or swapping weapons, would definitely take more than six seconds. Ace & Eights had the most realistic timing system, but no D&D player would want it. It was second by second, and there was a time track. You declared actions, every action had a second cost, and when your time was up on the chart, you took that action. Your skill, dexterity and situation influenced the timing. It meant that there were no rounds: every few second something happened. Skilled and quick people did things a bit more often. Drawing, aiming and shooting seemed to take ages. Once your gun was drawn and you had someone in a vulnerable spot, you could just pull the trigger as long as you had bullets, which was incredibly deadly. In the end, I think we have to accept six or twenty second rounds for the sake of the game. It seems like a good compromise between the sword and the torch and the spell and the sprint. It is much easier and more enjoyable than the Aces & Eights system in my opinion. [/QUOTE]
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Combat Rounds: How Long Should They Be?
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