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Declarations that start combat vs. initiative
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<blockquote data-quote="Lyxen" data-source="post: 8606385" data-attributes="member: 7032025"><p>And again, this is <u>exactly what 5e says</u>: "A round represents <strong><u>about</u></strong> 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")</p><p></p><p>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.</p><p></p><p></p><p></p><p>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.).</p><p></p><p>It might not be "realistic", it's less balanced than 4e, but honestly, when I can run my combats in 15 minutes because it's streamlined and simply fun, everyone is happy around the table. That way we can have many more things in one evening than just a fight, we can have the two other pillars taking preponderance and multiple fun and varied combat....</p><p></p><p></p><p></p><p>Why does it have to be specific ? It's both, all the time, I'd say. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8606385, member: 7032025"] And again, this is [U]exactly what 5e says[/U]: "A round represents [B][U]about[/U][/B] 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. 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.). It might not be "realistic", it's less balanced than 4e, but honestly, when I can run my combats in 15 minutes because it's streamlined and simply fun, everyone is happy around the table. That way we can have many more things in one evening than just a fight, we can have the two other pillars taking preponderance and multiple fun and varied combat.... Why does it have to be specific ? It's both, all the time, I'd say. :D 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. [/QUOTE]
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