Bill Zebub
“It’s probably Matt Mercer’s fault.”
Seems to me there are two conversations going on here: some people are talking about how D&D 5e works, and some are talking about how they wish RPGs in general should work.
Got it.And again, this is exactly what 5e says: "A round represents about 6 seconds in the game world. " (It was only 3e which was strict "Each round represents 6 seconds in the game world", even 4e used the word "about")
The flexibility is built in the system, it's only people wanting to introduce heavy constraints that make it fixed and end up in a totally inconsistent position.
You can still have casting times without anyone skipping a turn. Caster's init is 17, spell takes 10 pips to cast, so you're in mid-casting (and thus largely defenseless) until your spell resolves on init 7, and any damage or significant disruption during that time will kill the spell, possibly producing a wild magic surge instead. Next round, if doing fully-cyclic initiative, caster's original 17 still holds.It's certainly a way to nerf casters, but it makes the game unfun for players, because that means that they basically skip turns. It's by the way completely contrary to the philosophy of 5e where everything has been designed so that people can play every turn (whack-a-mole healing, combat cantrips, etc.).
This requires very clear narration on the part of the DM, so as to prevent the player expecting/imagining one possible set of outcomes and the DM expecting another. Believe me, having been in some I know just how nasty those arguments can get.As mentioned before, I've played inductive games where, in all actions, it's roll first and interpret later (and with very simple mechanics, high level resolution), and I think it has influenced the way we play at our tables.
We use a d6 for initiative (no bonuses) so ties are far more common. As in, they happen every round!There is in my game. We've made a house rule that if initiative is tied, which is rare since it requires a tied initiative roll AND the same dex number as higher dex goes first, both get turns even if one dies. So a mutual death is possible, but I don't think has ever happened.
That WOULD make it much more common.We use a d6 for initiative (no bonuses) so ties are far more common. As in, they happen every round!![]()
Spellcasting in naval combat has, IMO, three problems; all of which I quite like:The problem with malleable rounds is spell length. Suppose your rounds are 30 seconds, but are malleable and you occasionally alter how long the round is. One day the party is on a ship and you decide that a round is going to be 5 minutes. Does a 5 round spell end in half a round or does it get an in credibly extended duration, lasting for 25 minutes instead of the normal 2.5?
You can still have casting times without anyone skipping a turn. Caster's init is 17, spell takes 10 pips to cast, so you're in mid-casting (and thus largely defenseless) until your spell resolves on init 7, and any damage or significant disruption during that time will kill the spell, possibly producing a wild magic surge instead. Next round, if doing fully-cyclic initiative, caster's original 17 still holds.
This requires very clear narration on the part of the DM, so as to prevent the player expecting/imagining one possible set of outcomes and the DM expecting another. Believe me, having been in some I know just how nasty those arguments can get.![]()
I don't really do the 'about' bit myself, but I don't think 'about' is limited to 1 as a range... since time can be 1 second through a million years, about has almost no range... I mean I hear people say that on the scale of the universe we (human history as a whole) are about a few seconds... so 30 seconds isn't a crazy amount.That still leaves you in the 5-7 range. Any further than that and it's no longer "about" 6 seconds.
No. When talking about "about 6 seconds" time cannot be 1 second to a million years. That's a fallacy of some kind, but I don't feel like looking up which one. And it's absolutely insane to think that 30 seconds is "about 6 seconds" in length. It's literally 5x times longer.I don't really do the 'about' bit myself, but I don't think 'about' is limited to 1 as a range... since time can be 1 second through a million years, about has almost no range... I mean I hear people say that on the scale of the universe we (human history as a whole) are about a few seconds... so 30 seconds isn't a crazy amount.
and 5 hours is 5x 1 hour and 40 days is 5x 8days, and 50 years is 5x 10years...No. When talking about "about 6 seconds" time cannot be 1 second to a million years. That's a fallacy of some kind, but I don't feel like looking up which one. And it's absolutely insane to think that 30 seconds is "about 6 seconds" in length. It's literally 5x times longer.
again, the idea of scale is weird with time... 'about 30 seconds' can be anywhere from 5 seconds to 2 minutes if you ask 'how long is the training test going to take? and no one will bat an eye at that 'rounding'"about" means "close to." When you are talking about the very short time frame of 6 seconds, going 33% farther away is not "about" that time frame. You have 1 second of variance to be "about" 6 seconds. If you go 2 or 3 seconds from that 6 second mark, you are too far away to be about 6 seconds.