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D&D Combat is fictionless
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<blockquote data-quote="Jack Daniel" data-source="post: 8402025" data-attributes="member: 694"><p>I have to wonder.</p><p></p><p>When the player characters enter one of my dungeons, it's Turn One, which lasts for ten minutes. The party can move their exploration speed (usually 90 feet, because there's almost always at least one lightly encumbered character in the group), or each character can take an action, like searching or listening or interacting with some piece of the dungeon. On Turn Six, when the party has been in the dungeon for nearly an hour, the party needs to rest or else face mounting exhaustion penalties; also that's when torches that were lit on Turn One are due to go out. (Lanterns with a full charge of oil, of course, get twenty-four turns before they need to be refilled and relit.)</p><p></p><p>If the party encounters monsters, the very first thing checked is surprise — 2-in-6 chance that the party is surprised, probably no chance that the monsters are surprised, because they can see the party's light — followed by encounter initiative, and if the monsters win the initiative, a reaction roll (which, since none of the PCs have had a chance to speak up yet, goes unmodified by anybody's Charisma) to determine their initial disposition.</p><p></p><p>To what extent is the dungeon "fictionless" (according to whomever is making this arbitrary judgment)?</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 8402025, member: 694"] I have to wonder. When the player characters enter one of my dungeons, it's Turn One, which lasts for ten minutes. The party can move their exploration speed (usually 90 feet, because there's almost always at least one lightly encumbered character in the group), or each character can take an action, like searching or listening or interacting with some piece of the dungeon. On Turn Six, when the party has been in the dungeon for nearly an hour, the party needs to rest or else face mounting exhaustion penalties; also that's when torches that were lit on Turn One are due to go out. (Lanterns with a full charge of oil, of course, get twenty-four turns before they need to be refilled and relit.) If the party encounters monsters, the very first thing checked is surprise — 2-in-6 chance that the party is surprised, probably no chance that the monsters are surprised, because they can see the party's light — followed by encounter initiative, and if the monsters win the initiative, a reaction roll (which, since none of the PCs have had a chance to speak up yet, goes unmodified by anybody's Charisma) to determine their initial disposition. To what extent is the dungeon "fictionless" (according to whomever is making this arbitrary judgment)? [/QUOTE]
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