Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FormerlyHemlock" data-source="post: 6994359" data-attributes="member: 6787650"><p>It's indeed a thing. I might argue that the fiction is being subordinated to the DM's desire not to bother creating new mechanics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>In other words, if I wanted your fiction (continuous-velocity charge culminating in a successful spear attack while still moving), I'd create a new mechanic even if it's just "the damage in inflicted per round and in some situations, I the DM will rule on the fly that two turns' worth of stuff only constitutes one round of time and won't have you take damage twice."</p><p></p><p>I haven't done so, because I'm fine with the other fiction: that decision-making has a non-zero duration and that the time "between turns" is still actual time, implying a pause. </p><p></p><p><strong>Edit:</strong> actually, in the initiative system that I use, it would actually be fairly straightforward to model continuous action resolution in this case. "If you declare a multi-round long charge (Dash for a while and then attack at the end), then there is no decision-making pause in the middle, and any hostile terrain effects on the terminus of your charge will be treated as damaging you for the minimum possible number of rounds. If it is possible to move through and attack in one round, then in this case you will not take damage again on the second round because you're performing a continuous action." Boom, done. You can't do that as elegantly under PHB turn-by-turn initiative because there's no good way to tell the difference between continuous action and pause-to-decide, since no one except [MENTION=6709383]Cosmic[/MENTION]Kid seems to skip your action declaration on the second round. ;-) So to answer your previous question, [MENTION=42582]pemerton[/MENTION], it appears that my system does make it easier to alleviate the stop-motion issues of this particular case.</p><p></p><p>My bias is towards simulationism, and a large part of the interest of RPGs is seeing what sort of fiction falls out of the mechanics. I think it's <em>interesting</em> that D&D creatures heal almost all wounds in a matter of minutes or hours; I find it fascinating to consider what impact that might have on animal behavior, for instance. E.g. lions and sharks can afford to be more aggressive and tackle more dangerous prey if they know that any wounds taken will heal before the meal has finished digesting. And indeed, just as this predicts, we find that D&D wolves/lions/other predators are stereotypically more likely to attack (N)PCs than in the real world. What impact does this have on the way NPCs organize their communities? Etc.</p><p></p><p>RPGs for me are essentially an exercise in creative extrapolation, plus a series of games (e.g. "Save Loretta's Baby From Becoming a Werewolf!") which take place within the universe established by that extrapolation.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6994359, member: 6787650"] It's indeed a thing. I might argue that the fiction is being subordinated to the DM's desire not to bother creating new mechanics. :-) In other words, if I wanted your fiction (continuous-velocity charge culminating in a successful spear attack while still moving), I'd create a new mechanic even if it's just "the damage in inflicted per round and in some situations, I the DM will rule on the fly that two turns' worth of stuff only constitutes one round of time and won't have you take damage twice." I haven't done so, because I'm fine with the other fiction: that decision-making has a non-zero duration and that the time "between turns" is still actual time, implying a pause. [B]Edit:[/B] actually, in the initiative system that I use, it would actually be fairly straightforward to model continuous action resolution in this case. "If you declare a multi-round long charge (Dash for a while and then attack at the end), then there is no decision-making pause in the middle, and any hostile terrain effects on the terminus of your charge will be treated as damaging you for the minimum possible number of rounds. If it is possible to move through and attack in one round, then in this case you will not take damage again on the second round because you're performing a continuous action." Boom, done. You can't do that as elegantly under PHB turn-by-turn initiative because there's no good way to tell the difference between continuous action and pause-to-decide, since no one except [MENTION=6709383]Cosmic[/MENTION]Kid seems to skip your action declaration on the second round. ;-) So to answer your previous question, [MENTION=42582]pemerton[/MENTION], it appears that my system does make it easier to alleviate the stop-motion issues of this particular case. My bias is towards simulationism, and a large part of the interest of RPGs is seeing what sort of fiction falls out of the mechanics. I think it's [I]interesting[/I] that D&D creatures heal almost all wounds in a matter of minutes or hours; I find it fascinating to consider what impact that might have on animal behavior, for instance. E.g. lions and sharks can afford to be more aggressive and tackle more dangerous prey if they know that any wounds taken will heal before the meal has finished digesting. And indeed, just as this predicts, we find that D&D wolves/lions/other predators are stereotypically more likely to attack (N)PCs than in the real world. What impact does this have on the way NPCs organize their communities? Etc. RPGs for me are essentially an exercise in creative extrapolation, plus a series of games (e.g. "Save Loretta's Baby From Becoming a Werewolf!") which take place within the universe established by that extrapolation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Helping melee combat to be more competitive to ranged.
Top