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General Tabletop Discussion
*Pathfinder & Starfinder
Combat Rounds: How Long Should They Be?
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<blockquote data-quote="Giltonio_Santos" data-source="post: 5801599" data-attributes="member: 36874"><p>While I'm also not a fan of cyclical initiative, the big problem here is that 6 second rounds remove combat abstraction, which was a much better approach, in my opinion.</p><p></p><p>In the 1 minute round paradigm, when the rules tell you that the fighter will attack twice per round, they're telling you that he will do various attempts, feints and parries, and his level will allow him to check twice for actual hits. Likewise, when the rules tell you that the same fighter can move 60 ft. in that amount of time, they're taking into account that characters are moving carefully through the battlefield.</p><p></p><p>In the round of 6 seconds, the number of attacks or distance of movement is (at least in theory) a direct representation of what characters actually do in that amount of time. While I see that declaring actions before rolling initiative improves both paradigms, I also believe that the 1 minute round is not suffering that much, thanks to it's abstract nature.</p><p></p><p>But you're probably right. I'd be satisfied if we managed to remove cyclical initiative from the game. Declaring actions before knowing what the enemy (or even the allies) will do is a much better approach and also more interesting, in my opinion.</p><p></p><p>Cheers,</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 5801599, member: 36874"] While I'm also not a fan of cyclical initiative, the big problem here is that 6 second rounds remove combat abstraction, which was a much better approach, in my opinion. In the 1 minute round paradigm, when the rules tell you that the fighter will attack twice per round, they're telling you that he will do various attempts, feints and parries, and his level will allow him to check twice for actual hits. Likewise, when the rules tell you that the same fighter can move 60 ft. in that amount of time, they're taking into account that characters are moving carefully through the battlefield. In the round of 6 seconds, the number of attacks or distance of movement is (at least in theory) a direct representation of what characters actually do in that amount of time. While I see that declaring actions before rolling initiative improves both paradigms, I also believe that the 1 minute round is not suffering that much, thanks to it's abstract nature. But you're probably right. I'd be satisfied if we managed to remove cyclical initiative from the game. Declaring actions before knowing what the enemy (or even the allies) will do is a much better approach and also more interesting, in my opinion. Cheers, [/QUOTE]
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Combat Rounds: How Long Should They Be?
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