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<blockquote data-quote="Chaosmancer" data-source="post: 9431177" data-attributes="member: 6801228"><p>Yes, heroic inspiration is any die, not just a d20 test.</p><p></p><p></p><p></p><p>Okay, and that is not only non-standard, but always going to be a struggle. Speaking in generalities, this is not something that the game needs to be designed to assume.</p><p></p><p></p><p></p><p>And yet, despite never using the word problem, a narrative keeps growing that one of the flaws with the system is going to be that it slows down combat. And it is growing pervasively only amongst people who haven't tried it in play, who are warning about the "potential". A potential that keeps failing to manifest.</p><p></p><p></p><p></p><p>[MEDIA=youtube]hM3QHi4pY1o:1495[/MEDIA]</p><p></p><p>Make sure you listen through past the 27 minute mark, because you are going to want to stop and say "no no, he agrees with me" or "no no, he said we can't know" but I'm referring to when he starts talking about the higher average damage leading to shorter combats, because monsters will drop faster.</p><p></p><p>I believe he ALSO spoke of this in regards to his playtest game here but I don't recall specifics. I believe it was mostly in reaction to Weapon Masteries specifically</p><p>[MEDIA=youtube]dc5UKZF_jYY[/MEDIA]</p><p></p><p></p><p></p><p>And only Magic Initiate (Wizard) and Lucky give reactions, Musician gives a re-roll to people in the party. Savage attacker offers a re-roll too, but has not changed. Crafter, the other two magic initiates, Alert, Healer, Tavern Brawler, Skilled, and Tough don't give any re-rolls or reactions</p><p></p><p></p><p></p><p>Are we also counting wizards being able to move Cloud of Daggers as something they couldn't do before and may slow down combat?</p><p></p><p></p><p></p><p>What skills are the fighter going to choose to use Second Wind on, instead of healing, during combat?</p><p></p><p></p><p></p><p>Not everyone played Eldritch Knights in 2014. IF you are looking at the system as a whole, and how 13 pieces which you take in groups of 4 to 6 interact with it, you can't ignore that there was always a chance of the group including these sorts of abilities.</p><p></p><p></p><p></p><p>Because you keep presenting it like "we have going to have a problem with this new system, because there are 700 new things that will slow down combat" but in actual play.. it may be two or three things. Yes, there are a lot of things overall that changed, but if you expect the system as a whole to feel altered in terms of time, you can't keep pointing o small changes and extrapolating them like you are.</p><p></p><p></p><p></p><p>You will never be convinced until you play it at the table. You keep seeing this as "there are more options, therefore everything will be slower". I'm saying "an individual turn will largely look the same, so there is no reason to expect the speed of gameplay will look largely different."</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9431177, member: 6801228"] Yes, heroic inspiration is any die, not just a d20 test. Okay, and that is not only non-standard, but always going to be a struggle. Speaking in generalities, this is not something that the game needs to be designed to assume. And yet, despite never using the word problem, a narrative keeps growing that one of the flaws with the system is going to be that it slows down combat. And it is growing pervasively only amongst people who haven't tried it in play, who are warning about the "potential". A potential that keeps failing to manifest. [MEDIA=youtube]hM3QHi4pY1o:1495[/MEDIA] Make sure you listen through past the 27 minute mark, because you are going to want to stop and say "no no, he agrees with me" or "no no, he said we can't know" but I'm referring to when he starts talking about the higher average damage leading to shorter combats, because monsters will drop faster. I believe he ALSO spoke of this in regards to his playtest game here but I don't recall specifics. I believe it was mostly in reaction to Weapon Masteries specifically [MEDIA=youtube]dc5UKZF_jYY[/MEDIA] And only Magic Initiate (Wizard) and Lucky give reactions, Musician gives a re-roll to people in the party. Savage attacker offers a re-roll too, but has not changed. Crafter, the other two magic initiates, Alert, Healer, Tavern Brawler, Skilled, and Tough don't give any re-rolls or reactions Are we also counting wizards being able to move Cloud of Daggers as something they couldn't do before and may slow down combat? What skills are the fighter going to choose to use Second Wind on, instead of healing, during combat? Not everyone played Eldritch Knights in 2014. IF you are looking at the system as a whole, and how 13 pieces which you take in groups of 4 to 6 interact with it, you can't ignore that there was always a chance of the group including these sorts of abilities. Because you keep presenting it like "we have going to have a problem with this new system, because there are 700 new things that will slow down combat" but in actual play.. it may be two or three things. Yes, there are a lot of things overall that changed, but if you expect the system as a whole to feel altered in terms of time, you can't keep pointing o small changes and extrapolating them like you are. You will never be convinced until you play it at the table. You keep seeing this as "there are more options, therefore everything will be slower". I'm saying "an individual turn will largely look the same, so there is no reason to expect the speed of gameplay will look largely different." [/QUOTE]
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