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Legends and Lore - What Can You Do?
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<blockquote data-quote="JamesonCourage" data-source="post: 5740439" data-attributes="member: 6668292"><p>Well, I prefer having a few actions you can perform on your turn. I made rounds 10 seconds in my game, and I only have full-round, standard, move, and free. Things like drawing a weapon are free actions, while really time consuming stuff is a move or standard (or full-round, obviously).</p><p></p><p>He hits the nail on the head when he mentions people would want to do something like attack each turn, rather than move or do something else. Yeah, it'd be somewhat more palatable if turns were faster, but people would still want to attack every turn, cast a spell every turn, etc., more often than not. Why? Because it's usually combat where rounds get broken down. And, in combat, you're trying to fight other creatures, which is mostly expressed through attacks.</p><p></p><p>I think that people would be okay moving around, but I don't think a three minute combat round would be enough for everyone to feel good spending a move. It would definitely be a change in tactics, which is interesting, but I don't think it's good for the game, overall. This is, of course, just for my group.</p><p></p><p>I never really liked immediate actions, swift actions, minor actions, etc. I think that you can definitely afford to cut down on action types. I think that'd be good for the game. It's just where each individual or group draws that line, I guess.</p><p></p><p>Action types only really contribute to the game when you make each of them relevant in every round. That is, if every character is supposed to be able to make a standard, move, minor, and immediate action every round, then the rounds will slow down pretty quickly. If every character can reasonably make a standard and move every round, and maybe pepper in minor, immediate, or free actions when circumstances call for it (but designed in such a way that this isn't every round), then I think that would speed up play considerably.</p><p></p><p>Action types are definitely either a symptom or part of the sickness, but they aren't the cause. Monte's right about them not being solely responsible for quick combat rounds. I really want to hold off on a final judgment until I hear more about the other ways he'd speed up combat. As always, play what you like <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></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5740439, member: 6668292"] Well, I prefer having a few actions you can perform on your turn. I made rounds 10 seconds in my game, and I only have full-round, standard, move, and free. Things like drawing a weapon are free actions, while really time consuming stuff is a move or standard (or full-round, obviously). He hits the nail on the head when he mentions people would want to do something like attack each turn, rather than move or do something else. Yeah, it'd be somewhat more palatable if turns were faster, but people would still want to attack every turn, cast a spell every turn, etc., more often than not. Why? Because it's usually combat where rounds get broken down. And, in combat, you're trying to fight other creatures, which is mostly expressed through attacks. I think that people would be okay moving around, but I don't think a three minute combat round would be enough for everyone to feel good spending a move. It would definitely be a change in tactics, which is interesting, but I don't think it's good for the game, overall. This is, of course, just for my group. I never really liked immediate actions, swift actions, minor actions, etc. I think that you can definitely afford to cut down on action types. I think that'd be good for the game. It's just where each individual or group draws that line, I guess. Action types only really contribute to the game when you make each of them relevant in every round. That is, if every character is supposed to be able to make a standard, move, minor, and immediate action every round, then the rounds will slow down pretty quickly. If every character can reasonably make a standard and move every round, and maybe pepper in minor, immediate, or free actions when circumstances call for it (but designed in such a way that this isn't every round), then I think that would speed up play considerably. Action types are definitely either a symptom or part of the sickness, but they aren't the cause. Monte's right about them not being solely responsible for quick combat rounds. I really want to hold off on a final judgment until I hear more about the other ways he'd speed up combat. As always, play what you like :) [/QUOTE]
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