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General Tabletop Discussion
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Helping melee combat to be more competitive to ranged.
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<blockquote data-quote="pemerton" data-source="post: 6994890" data-attributes="member: 42582"><p>No. This is the crux. <em>They act straight away, and attack the cleric</em>. The fact that a round break happens between the resolution of their dash and the making of their attack is <em>completely a mechanical artifice</em>.</p><p></p><p>Look at it another way: suppose that you run an encounter where the PCs have to fight some baddies in the middle of a stadium, while some sprinters run the 400 meter (approx 1300') dash around the perimeter.</p><p></p><p>In the real world, that sprint wil take 45 seconds to a minute+, depending on quality of runners etc. In the game, a rogue can run at 90' per 6 seconds (dash+bonus dash) or 15' per second, meaning it will take over a minute to run the race. However exactly we set the time, it's clearly multiple rounds - somewhere between 8 and 10+</p><p></p><p>Now suppose we're resolving this situation. Each character takes his/her turn - including the sprinters, as we might want to know which of them inadvertently gets caught in AoEs etc - and that is resolved. In the course of this, the sprinters will move their speeds, then "pause" as other turns are taken. But do we <em>really</em> suppose that, in the fiction, each sprinter stops after 6 seconds of running and then starts again? To me, that would be absurd. The illusion of <em>stop/start</em> is just than - an illusion. It is a byproduct of turn-by-turn intitiative/resolution. In the fiction the sprinters don't stop - they just keep running.</p><p></p><p>As for the sprinters, so for B gnolls. They don't stop after dashing through the aura and before attacking the cleric. In the ficiton, it's continuous action. It is only the mechanical turn structure - which includes the completely artificial notion of <em>starting your turn</em> - that (i) creates an <em>illusion</em> of discontinuity, and (ii) results in the B gnolls taking an extra helping of damage.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6994890, member: 42582"] No. This is the crux. [I]They act straight away, and attack the cleric[/I]. The fact that a round break happens between the resolution of their dash and the making of their attack is [I]completely a mechanical artifice[/I]. Look at it another way: suppose that you run an encounter where the PCs have to fight some baddies in the middle of a stadium, while some sprinters run the 400 meter (approx 1300') dash around the perimeter. In the real world, that sprint wil take 45 seconds to a minute+, depending on quality of runners etc. In the game, a rogue can run at 90' per 6 seconds (dash+bonus dash) or 15' per second, meaning it will take over a minute to run the race. However exactly we set the time, it's clearly multiple rounds - somewhere between 8 and 10+ Now suppose we're resolving this situation. Each character takes his/her turn - including the sprinters, as we might want to know which of them inadvertently gets caught in AoEs etc - and that is resolved. In the course of this, the sprinters will move their speeds, then "pause" as other turns are taken. But do we [I]really[/I] suppose that, in the fiction, each sprinter stops after 6 seconds of running and then starts again? To me, that would be absurd. The illusion of [I]stop/start[/I] is just than - an illusion. It is a byproduct of turn-by-turn intitiative/resolution. In the fiction the sprinters don't stop - they just keep running. As for the sprinters, so for B gnolls. They don't stop after dashing through the aura and before attacking the cleric. In the ficiton, it's continuous action. It is only the mechanical turn structure - which includes the completely artificial notion of [I]starting your turn[/I] - that (i) creates an [I]illusion[/I] of discontinuity, and (ii) results in the B gnolls taking an extra helping of damage. [/QUOTE]
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