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Have We Lost Our Way? Two masters on combat and alignment
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<blockquote data-quote="barsoomcore" data-source="post: 1623125" data-attributes="member: 812"><p>It's interesting how many people try to defend their position by insinuating that the person taking the other side doesn't understand the rules.</p><p></p><p>As I have said, and I think as I have indicated, I understand the one-minute round. I understand its justification. I'm sorry if I gave the appearance of not understanding it.</p><p></p><p>My point is not that it's unreasonable to suggest that two combatants, in the space of a minute, only find one opportunity to get a telling blow against each other.</p><p></p><p>Nor is it that I don't know how to adjudicate a situation in which a character attempts an out-of-combat action while combat is simultaneously taking place. I thank you all for your advice, but I figured that out when I was 11.</p><p></p><p>I came to the same conclusion that everyone else came to -- he gets to throw a rock every segment. Logically, he gets ten tries per round. It's an arbitrary choice but it fits well with the game system and a player is unlikely to feel ripped off.</p><p></p><p>The POINT is that this introduces -- unnecessarily -- an uneven distribution of fun in the game. Rock-Thrower gets to make 10 tension-filled rolls while Stalwart Fighter gets to make one.</p><p></p><p>OF COURSE there are ways to adjudicate this to minimize its impact -- but the point is that if you have six-second rounds in the first place, you don't need to do anything. Since we all seem to be in agreement that for the purposes of combat, the actual length of the round is relatively immaterial, I propose that the fact that a one-minute round requires this constant adjudication is a point against it.</p><p></p><p>ALL OTHER THINGS BEING EQUAL, the one-minute round is worse than the six-second round because of the disparity with out-of-combat actions.</p><p></p><p>I'm not claiming that all other things ARE equal. But this is definitely a strike AGAINST the one-minute round. It's not resounding evidence that one is better than the other -- the fact that none of us ever used one-minute rounds is probably better evidence for that particular position -- but it simply is a check in the "Con" column for one-minute rounds -- "More trouble to adjudicate in conjuction with out-of-combat actions".</p><p></p><p>While we're on the subject, isn't it the case that "segments" come a little later in D&D's evolution? I don't recall the segments in the early versions (5th printing or so) of Basic D&D, but I WAS (as people have been kind (and eerily accurate) enough to point out) 11 at the time.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 1623125, member: 812"] It's interesting how many people try to defend their position by insinuating that the person taking the other side doesn't understand the rules. As I have said, and I think as I have indicated, I understand the one-minute round. I understand its justification. I'm sorry if I gave the appearance of not understanding it. My point is not that it's unreasonable to suggest that two combatants, in the space of a minute, only find one opportunity to get a telling blow against each other. Nor is it that I don't know how to adjudicate a situation in which a character attempts an out-of-combat action while combat is simultaneously taking place. I thank you all for your advice, but I figured that out when I was 11. I came to the same conclusion that everyone else came to -- he gets to throw a rock every segment. Logically, he gets ten tries per round. It's an arbitrary choice but it fits well with the game system and a player is unlikely to feel ripped off. The POINT is that this introduces -- unnecessarily -- an uneven distribution of fun in the game. Rock-Thrower gets to make 10 tension-filled rolls while Stalwart Fighter gets to make one. OF COURSE there are ways to adjudicate this to minimize its impact -- but the point is that if you have six-second rounds in the first place, you don't need to do anything. Since we all seem to be in agreement that for the purposes of combat, the actual length of the round is relatively immaterial, I propose that the fact that a one-minute round requires this constant adjudication is a point against it. ALL OTHER THINGS BEING EQUAL, the one-minute round is worse than the six-second round because of the disparity with out-of-combat actions. I'm not claiming that all other things ARE equal. But this is definitely a strike AGAINST the one-minute round. It's not resounding evidence that one is better than the other -- the fact that none of us ever used one-minute rounds is probably better evidence for that particular position -- but it simply is a check in the "Con" column for one-minute rounds -- "More trouble to adjudicate in conjuction with out-of-combat actions". While we're on the subject, isn't it the case that "segments" come a little later in D&D's evolution? I don't recall the segments in the early versions (5th printing or so) of Basic D&D, but I WAS (as people have been kind (and eerily accurate) enough to point out) 11 at the time. [/QUOTE]
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