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Legends and Lore - What Can You Do?
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<blockquote data-quote="ExploderWizard" data-source="post: 5740555" data-attributes="member: 66434"><p>A decent topic for discussion. A single action per round could work fine depending on how it was structured. If one of those actions was CHARGE then the whole move/attack thing is covered. </p><p> </p><p>Movement can also be treated as assumed along with whatever else the character is doing without having to be a separate entity. You could still have major and minor type actions with the amount of move taken determining which is available. Thus: </p><p> </p><p>Up to half move+ major action</p><p>Up to full move + minor action</p><p>Double move </p><p> </p><p>Charging doesn't have to be as retarded as it is now. Characters are not rail cars and there are no tracks on the battlefield. Establish a minimum distance to gain momentum (10 feet or so) and max distance is the move rate of the attacker. Done. Forget about straight lines, and hindering terrain will reduce distance. </p><p> </p><p>The best thing by far that can be done to speed up combat is ditch the whole individual turn thing. Return to a simple die roll per side. The My turn/Your turn model is not only slower but tends to reduce engagement with the situation as a whole. Yeah you can pay attention when its not your turn but just knowing that there are maybe six other people who have to move, do an action, do a minor action and one of those is the DM and he/she has to go through this for 12 bad guys! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" />. </p><p> </p><p>As much as I hate the thought of it, its easy to see why the turn system contributes to the board game mentality and why some players would whip out angry birds while waiting for a turn. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p> </p><p>Letting players perform thier actions freeform as a group combined with each player doing a single action can really speed things up. No more having to wait and see what Bob does on his turn to find out what options you have. Everyone does something on group initiative then the DM does likewise for the opponents. </p><p> </p><p>All the time and energy spent on tracking initiative and managing the batting order can be better spent moving the action along. Its easier to stay focused on the battle when you and your teammates are all acting more or less together as a unit.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5740555, member: 66434"] A decent topic for discussion. A single action per round could work fine depending on how it was structured. If one of those actions was CHARGE then the whole move/attack thing is covered. Movement can also be treated as assumed along with whatever else the character is doing without having to be a separate entity. You could still have major and minor type actions with the amount of move taken determining which is available. Thus: Up to half move+ major action Up to full move + minor action Double move Charging doesn't have to be as retarded as it is now. Characters are not rail cars and there are no tracks on the battlefield. Establish a minimum distance to gain momentum (10 feet or so) and max distance is the move rate of the attacker. Done. Forget about straight lines, and hindering terrain will reduce distance. The best thing by far that can be done to speed up combat is ditch the whole individual turn thing. Return to a simple die roll per side. The My turn/Your turn model is not only slower but tends to reduce engagement with the situation as a whole. Yeah you can pay attention when its not your turn but just knowing that there are maybe six other people who have to move, do an action, do a minor action and one of those is the DM and he/she has to go through this for 12 bad guys! :eek:. As much as I hate the thought of it, its easy to see why the turn system contributes to the board game mentality and why some players would whip out angry birds while waiting for a turn. :( Letting players perform thier actions freeform as a group combined with each player doing a single action can really speed things up. No more having to wait and see what Bob does on his turn to find out what options you have. Everyone does something on group initiative then the DM does likewise for the opponents. All the time and energy spent on tracking initiative and managing the batting order can be better spent moving the action along. Its easier to stay focused on the battle when you and your teammates are all acting more or less together as a unit. [/QUOTE]
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