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Conundrum: Ranged attack sequence/cover bonus for players
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<blockquote data-quote="groody" data-source="post: 7951792" data-attributes="member: 7022056"><p>Yes, we normally do not worry about how long a round is, we are acting within the turn/round based system, and it then only matters for spell durations, where you translate 1 minute into 10 rounds.</p><p></p><p>I do like the old-school „every combat takes at least 10 minutes“ idea and use it in my 5e games.</p><p></p><p>Players like movement through the dungeon as move action, perception as an action and object interactions using tactical rounds to get most out of the duration of things like bless or detect magic being active.</p><p></p><p>If you measure everything by tactical combat and rounds, it is quite possible to speed-run an entire dungeon in a manner that you never could do it in the real world, as you would need to be extremely concentrated, never wasting as second, for extended periods of time.</p></blockquote><p></p>
[QUOTE="groody, post: 7951792, member: 7022056"] Yes, we normally do not worry about how long a round is, we are acting within the turn/round based system, and it then only matters for spell durations, where you translate 1 minute into 10 rounds. I do like the old-school „every combat takes at least 10 minutes“ idea and use it in my 5e games. Players like movement through the dungeon as move action, perception as an action and object interactions using tactical rounds to get most out of the duration of things like bless or detect magic being active. If you measure everything by tactical combat and rounds, it is quite possible to speed-run an entire dungeon in a manner that you never could do it in the real world, as you would need to be extremely concentrated, never wasting as second, for extended periods of time. [/QUOTE]
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Conundrum: Ranged attack sequence/cover bonus for players
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