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Is Losing your Turn The Worst That Can Happen
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<blockquote data-quote="Deset Gled" data-source="post: 9571474" data-attributes="member: 7808"><p>Well, the first big thing to address here is the difference in the thread title and this sentence. Being denied too many rounds will always a problem. People want to play the game, not be a spectator.</p><p></p><p>OTOH, if losing a (one!) turn is seen as a major, really big, horrendous, terrible punishment, then I generally think the system is the bigger problem.</p><p></p><p>IMNSHO, a single turn should be a relatively little amount of action. Rounds should also be fast. And while actions should be meaningful, they should not be so meaningful that an entire combat is directed by the person who acts first. In a perfect game for me, losing one turn should be seen as a significant annoyance/loss/punishment, but not too big of a deal. Certainly not so big that anyone gets upset. If a game gets to the point where losing a single turn effectively takes the player out of the entire combat (or out of gameplay by more than ~5 minutes), that's a problem.</p><p></p><p>D&D has had mission creep with this multiple times. One of the things that I see with 5e is that it feels like there are currently an order of magnitude more spells that are bonus actions or reactions than when the game was first released. I hate when casters go nuclear, but I hate it even more when they can go nuclear by casting multiple spells in a round. The same thing happened with 3E. When the game was first released, action economy was extremely important (we're not going to talk about Haste <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o_O" title="Er... what? o_O" data-smilie="12"data-shortname="o_O" /> ). But by the end of 3.5e there were immediate actions, swift actions, and a whole lot more going on in a single turn.</p><p></p><p>Of course, there's a social aspect to this as well. If every player is actively planning their turns and goes quickly, rounds will move faster. If every player stops to review a spell, measure distances, and ask questions for their turn, it will slow things down more. If you have to call a player back into the room because they're in the kitchen grabbing some Cheetos and a Mountain Dew when their turn comes up, there's not much any game system can do to help improve the situation. Maybe that player is the rare case where someone does deserve to be denied their turn until they manage to sit down at the table. YMMV.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 9571474, member: 7808"] Well, the first big thing to address here is the difference in the thread title and this sentence. Being denied too many rounds will always a problem. People want to play the game, not be a spectator. OTOH, if losing a (one!) turn is seen as a major, really big, horrendous, terrible punishment, then I generally think the system is the bigger problem. IMNSHO, a single turn should be a relatively little amount of action. Rounds should also be fast. And while actions should be meaningful, they should not be so meaningful that an entire combat is directed by the person who acts first. In a perfect game for me, losing one turn should be seen as a significant annoyance/loss/punishment, but not too big of a deal. Certainly not so big that anyone gets upset. If a game gets to the point where losing a single turn effectively takes the player out of the entire combat (or out of gameplay by more than ~5 minutes), that's a problem. D&D has had mission creep with this multiple times. One of the things that I see with 5e is that it feels like there are currently an order of magnitude more spells that are bonus actions or reactions than when the game was first released. I hate when casters go nuclear, but I hate it even more when they can go nuclear by casting multiple spells in a round. The same thing happened with 3E. When the game was first released, action economy was extremely important (we're not going to talk about Haste o_O ). But by the end of 3.5e there were immediate actions, swift actions, and a whole lot more going on in a single turn. Of course, there's a social aspect to this as well. If every player is actively planning their turns and goes quickly, rounds will move faster. If every player stops to review a spell, measure distances, and ask questions for their turn, it will slow things down more. If you have to call a player back into the room because they're in the kitchen grabbing some Cheetos and a Mountain Dew when their turn comes up, there's not much any game system can do to help improve the situation. Maybe that player is the rare case where someone does deserve to be denied their turn until they manage to sit down at the table. YMMV. [/QUOTE]
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