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Legends and Lore - What Can You Do?
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<blockquote data-quote="Umbran" data-source="post: 5740591" data-attributes="member: 177"><p><em>"It also resulted in likely more realistic total combat lengths, with typical fights lasting a few minutes as opposed to a few seconds."</em></p><p></p><p>I think Mr. Cook has confused cinema with reality, here. When people fight with deadly earnest, with deadly melee weapons, fights probably don't take minutes unless there are tens or hundreds of people involved. </p><p></p><p>I think the bogging down starts when you have three different actions types, and you can start to trade them for one-another, trying to squeak the last ounce of utility out. Each choice you make takes time, after all. I think it would be sufficient to have, "You can move and you can take an action on your turn," And not split so many hairs on what kind of actions you can take.</p><p></p><p>Classic Deadlands does this interestingly - the initiative system tells you how many actions you get in a turn. You get to take one action (like attack) per action. You may move a fixed distance on your turn, spread over your actions, however you want. If you move too far on any one action, you are "running" and take penalties. </p><p></p><p>The system sometimes bogs down because it is designed to let gun-bunnies get a whole lot of actions, to fill the air with lead, not because each action take a long time to resolve.</p></blockquote><p></p>
[QUOTE="Umbran, post: 5740591, member: 177"] [I]"It also resulted in likely more realistic total combat lengths, with typical fights lasting a few minutes as opposed to a few seconds."[/I] I think Mr. Cook has confused cinema with reality, here. When people fight with deadly earnest, with deadly melee weapons, fights probably don't take minutes unless there are tens or hundreds of people involved. I think the bogging down starts when you have three different actions types, and you can start to trade them for one-another, trying to squeak the last ounce of utility out. Each choice you make takes time, after all. I think it would be sufficient to have, "You can move and you can take an action on your turn," And not split so many hairs on what kind of actions you can take. Classic Deadlands does this interestingly - the initiative system tells you how many actions you get in a turn. You get to take one action (like attack) per action. You may move a fixed distance on your turn, spread over your actions, however you want. If you move too far on any one action, you are "running" and take penalties. The system sometimes bogs down because it is designed to let gun-bunnies get a whole lot of actions, to fill the air with lead, not because each action take a long time to resolve. [/QUOTE]
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