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Have We Lost Our Way? Two masters on combat and alignment
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<blockquote data-quote="billd91" data-source="post: 1620197" data-attributes="member: 3400"><p>With all this discussion about the length of combat rounds in 1st edition (and I thought pegging the time at 1 minute was silly and arbitrary once you leave the environment of the wargame), you're lucky you didn't play Traveller or Mega-Traveller. The starship combat rounds were 16-20 minutes in those editions. You got off 1 shot (or more accurately, one combat roll) in that time with your weapon system.</p><p>Why were the rounds so long? To make maneuvering decisions meaningful in scales that could be measured in light-seconds. So the game suspended a certain amount of believability to enhance one gamist aspect of the combat.</p><p>And that's essentially why there was the hold-over combat round in AD&D. It was designed for a particular gaming aspect... that the game was slowly moving away from, no longer being a table-top wargame.</p><p>Reducing the combat round to 10 or 6 seconds just helps complete the transition for me. The main thing for me is that the timing of the combat round and the movement scores now seem in synch for me and that goes a long way toward having plausible action. And for me, plausible is just about anything that doesn't make you go "Aw, c'mon" too much.</p></blockquote><p></p>
[QUOTE="billd91, post: 1620197, member: 3400"] With all this discussion about the length of combat rounds in 1st edition (and I thought pegging the time at 1 minute was silly and arbitrary once you leave the environment of the wargame), you're lucky you didn't play Traveller or Mega-Traveller. The starship combat rounds were 16-20 minutes in those editions. You got off 1 shot (or more accurately, one combat roll) in that time with your weapon system. Why were the rounds so long? To make maneuvering decisions meaningful in scales that could be measured in light-seconds. So the game suspended a certain amount of believability to enhance one gamist aspect of the combat. And that's essentially why there was the hold-over combat round in AD&D. It was designed for a particular gaming aspect... that the game was slowly moving away from, no longer being a table-top wargame. Reducing the combat round to 10 or 6 seconds just helps complete the transition for me. The main thing for me is that the timing of the combat round and the movement scores now seem in synch for me and that goes a long way toward having plausible action. And for me, plausible is just about anything that doesn't make you go "Aw, c'mon" too much. [/QUOTE]
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