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General Tabletop Discussion
*Dungeons & Dragons
Legends & Lore 4/1/2013
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<blockquote data-quote="Balesir" data-source="post: 6112546" data-attributes="member: 27160"><p>That's actually a good point, and shows how everything - from the durations of effects to the nature of what spells do to the way monsters and NPCs are statted up - is removed from measurements that have meaning in the game world but no meaning in the actual play of the game (i.e. in the "real" world). Having game-time durations (rather than "until the end of the encounter" or some such) <strong><em>in practice</em></strong> just means that as GM I have to "turn it off" at some arbitrary point. So it all comes down to whether I think the characters "should" succeed or not, again. With 4e, not only do I not need to make this sort of sour call when I'm GMing, the players can make decisions based on durations that they can rely upon, rather than hoping that <em>my</em> idea of what the characters can do in X "game minutes" is the same (or more generous) than <em>their</em> idea of the same.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6112546, member: 27160"] That's actually a good point, and shows how everything - from the durations of effects to the nature of what spells do to the way monsters and NPCs are statted up - is removed from measurements that have meaning in the game world but no meaning in the actual play of the game (i.e. in the "real" world). Having game-time durations (rather than "until the end of the encounter" or some such) [B][I]in practice[/I][/B] just means that as GM I have to "turn it off" at some arbitrary point. So it all comes down to whether I think the characters "should" succeed or not, again. With 4e, not only do I not need to make this sort of sour call when I'm GMing, the players can make decisions based on durations that they can rely upon, rather than hoping that [I]my[/I] idea of what the characters can do in X "game minutes" is the same (or more generous) than [I]their[/I] idea of the same. [/QUOTE]
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