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General Tabletop Discussion
*Pathfinder & Starfinder
How meticulous can the planning be in a six-second combat round?
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<blockquote data-quote="Prestidigitalis" data-source="post: 4979974" data-attributes="member: 74496"><p>Thank you. As a player, this "you have 10 (20, whatever) seconds to choose an action" idea smacks of punishment for certain styles of play, including mine.</p><p></p><p>While I can understand placing time constraints on the occasional combat for thematic/plot reasons -- to convey a mood or sense of urgency unique to the context -- I cannot endorse doing it for the general purpose of realism.</p><p></p><p>The single overriding reason I can think of to place limits is to prevent boredom and disengagement on the part of the other participants. </p><p></p><p>I'd also like to point out that sometimes there are non-tactical questions at stake: </p><p></p><p>-- Do I attack an opponent, or do I stop to Heal-check my fallen comrade? Maybe I'm angry with my comrade, or in love with him/her. Maybe the opponent is my sworn enemy AND I'm in love with my comrade. My PC's choice should be emotionally appropriate and not just tactically sound -- and possibly instead of tactically sound.</p><p></p><p>-- Do I attack an opponent, or grab the spellbook before it is consumed by flames? I have reason to believe the spellbook contains a ritual I've sought for years.</p><p></p><p>Just as eamon points out that the PC knows his/her tactics up and down and inside and out, the PC also knows his/her emotions, plans, priorities, etc. intimately and with a concrete urgency that a player can only simulate. There may be times when the player knows instantly what choice to make, but in other cases a mental review is required. That review takes time, and in my opinion, that time should be granted.</p></blockquote><p></p>
[QUOTE="Prestidigitalis, post: 4979974, member: 74496"] Thank you. As a player, this "you have 10 (20, whatever) seconds to choose an action" idea smacks of punishment for certain styles of play, including mine. While I can understand placing time constraints on the occasional combat for thematic/plot reasons -- to convey a mood or sense of urgency unique to the context -- I cannot endorse doing it for the general purpose of realism. The single overriding reason I can think of to place limits is to prevent boredom and disengagement on the part of the other participants. I'd also like to point out that sometimes there are non-tactical questions at stake: -- Do I attack an opponent, or do I stop to Heal-check my fallen comrade? Maybe I'm angry with my comrade, or in love with him/her. Maybe the opponent is my sworn enemy AND I'm in love with my comrade. My PC's choice should be emotionally appropriate and not just tactically sound -- and possibly instead of tactically sound. -- Do I attack an opponent, or grab the spellbook before it is consumed by flames? I have reason to believe the spellbook contains a ritual I've sought for years. Just as eamon points out that the PC knows his/her tactics up and down and inside and out, the PC also knows his/her emotions, plans, priorities, etc. intimately and with a concrete urgency that a player can only simulate. There may be times when the player knows instantly what choice to make, but in other cases a mental review is required. That review takes time, and in my opinion, that time should be granted. [/QUOTE]
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General Tabletop Discussion
*Pathfinder & Starfinder
How meticulous can the planning be in a six-second combat round?
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