Do you miss the Turn?

Do you wish the Turn was still part of 3E D&D?

  • Yes

    Votes: 32 18.4%
  • No

    Votes: 133 76.4%
  • Other (please describe)

    Votes: 9 5.2%

Quote:
Anyone remember flipping over initiative numbers (1-100) over and over again just to be able to keep track of who went when? 10 phases per round 10 rounds per turn.


No. Never did that. I am not responsible for your house rules.

Well if you used weapon speeds as well as casting times it sort fell out that way. Each weapon went at a different time in the initiative order. So someone fighting with 2 weapons (a very common practice) went at different times in the initiative order and got as many attacks a round as his class/level entititled him to.
 

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I think it would be better if the things that necessitated keeping an exact schedule of events were loosened up a little.

Someone else out there posted an idea for qualitative spell durations, rather than the exacting specifics we get now. I think that might go a long way to emulating the feel of the turn.

And you won't see PCs run from room to room while their 10 min/level buffs are active.
 

I don't miss turns because they're still in there. 1 turn = 10 rounds which now = 1 minute. Or, if you prefer the old time-scale, 1 turn now = 100 rounds = 10 minutes. There's no need for a seperate terminology, especially one that's potentially confusing.
 

MerricB said:
-- determine distance travelled (PHB pg 163-4)
What an amazing pain this is in 3E, unless the party spends the entire day travelling through the same exact terrain. Earlier editions had much easier-to-use overland travel rules, and I'm not sure why they threw them away.
 

Spatula said:
What an amazing pain this is in 3E, unless the party spends the entire day travelling through the same exact terrain. Earlier editions had much easier-to-use overland travel rules, and I'm not sure why they threw them away.
What's so hard about the current rules? You just look which terrain types were encountered, check the table to find their multipliers, and average them together. If the majority of the day's travel is across one terrain, shift the result a bit in that direction. It could hardly be simpler.
 

AuraSeer said:
What's so hard about the current rules? You just look which terrain types were encountered, check the table to find their multipliers, and average them together. If the majority of the day's travel is across one terrain, shift the result a bit in that direction. It could hardly be simpler.


I think you may have proven spatula's point.

I guess some poeple just thought the older system was easier to use.
 

MerricB said:
No, they weren't. Basic D&D had 10 second rounds but kept the turn at 10 minutes.

You never stated 'Basic D&D', you only stated 3ed. D&D as not having turns. 1st ed. AD&D did in fact have 1 minute melee rounds, and so I am fairly sure did the first version of basic D&D, which was the only one I played. So nul argument - define your terms.

And boy, is it complicated to call a ten minute interval 10 minutes.

Turns are gone and I am glad for it, they really served no purpose, so why have them?

The Auld Grump
 



Eh... I don't really "miss" the turn, but I'm not really offended by the concept as some people seem to be...

Is there something preventing you from using it? I mean 10 minutes is 10 minutes despite what you call it... Or did you mean that you wish more things were broken down into 10 minute intervals?
 

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