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General Tabletop Discussion
*Pathfinder & Starfinder
House Rule: Battle Queue instead of rounds
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<blockquote data-quote="Goken100" data-source="post: 2998536" data-attributes="member: 42968"><p>I love the way you're thinking. I undertook a very similar exercise. You're forgetting one important thing: all attacks are not created equal. A level 6 fighter is not going to consider his +1 attack to be equal to his +6 attack. I therefore created a formula that weighted each attack based on how useful it is compared to the full attack bonus. That's why Action Times don't progress as fast as you suggest.</p><p></p><p>I don't believe that a first level character's actions being completed in 3.25 seconds is accurate. You're trying to force logic into a system that is built for game balance, not realism (and building for game balance is a very legitimate goal!). But in deconstructing the system, one has to analyze what the goals were in developing the system and attempt to reach them through other means.</p><p></p><p>All characters still have the ability to move and then attack. If the distance is small, its quite likely they can complete all of that within 6 seconds. And the advantage here is that characters with high base attack bonuses will be able to move and attack faster than other characters, unlike under the core rules.</p><p></p><p>Which leads into my next point. Another thing you don't realize is that by allowing the base attack bonus to modified the time to complete ALL actions, more militant characters become MASTERS OF COMBAT. They are versatile in all things, and can even get spells off more quickly if they multi-class. So worries of their losing ground to other characters are for naught. Fighters and other high BAB fellas are more dangerous than ever under these rules.</p><p></p><p>One final note: I originally designed the rules and playtested them where things were measured in tenths of seconds. This necessitated the pace of the action to progress one tenth of a second at a time. It was attrocious. I then changed it to use half-seconds only. This was much improved, pace-wise, but calculations and terminology were still quite cumbersome, and the pace could be better. Using whole seconds is the only alternative to make the system simple and fast. So while I TOTALLY understand the desire to split times up into decimals, be warned. That way lies madness!</p></blockquote><p></p>
[QUOTE="Goken100, post: 2998536, member: 42968"] I love the way you're thinking. I undertook a very similar exercise. You're forgetting one important thing: all attacks are not created equal. A level 6 fighter is not going to consider his +1 attack to be equal to his +6 attack. I therefore created a formula that weighted each attack based on how useful it is compared to the full attack bonus. That's why Action Times don't progress as fast as you suggest. I don't believe that a first level character's actions being completed in 3.25 seconds is accurate. You're trying to force logic into a system that is built for game balance, not realism (and building for game balance is a very legitimate goal!). But in deconstructing the system, one has to analyze what the goals were in developing the system and attempt to reach them through other means. All characters still have the ability to move and then attack. If the distance is small, its quite likely they can complete all of that within 6 seconds. And the advantage here is that characters with high base attack bonuses will be able to move and attack faster than other characters, unlike under the core rules. Which leads into my next point. Another thing you don't realize is that by allowing the base attack bonus to modified the time to complete ALL actions, more militant characters become MASTERS OF COMBAT. They are versatile in all things, and can even get spells off more quickly if they multi-class. So worries of their losing ground to other characters are for naught. Fighters and other high BAB fellas are more dangerous than ever under these rules. One final note: I originally designed the rules and playtested them where things were measured in tenths of seconds. This necessitated the pace of the action to progress one tenth of a second at a time. It was attrocious. I then changed it to use half-seconds only. This was much improved, pace-wise, but calculations and terminology were still quite cumbersome, and the pace could be better. Using whole seconds is the only alternative to make the system simple and fast. So while I TOTALLY understand the desire to split times up into decimals, be warned. That way lies madness! [/QUOTE]
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House Rule: Battle Queue instead of rounds
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