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General Tabletop Discussion
*Dungeons & Dragons
Mearls On D&D's Design Premises/Goals
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<blockquote data-quote="Lanefan" data-source="post: 7761722" data-attributes="member: 29398"><p>For effects like this, have them last exactly a round. If the Monk stuns someone on initiative 6 then that stun lasts until init. 6 next round, regardless of when the Monk's next initiative comes up. These durations would be tracked by the player of the character that caused them, so here the Monk's player would, on init. 6 in the second round, advise the DM that the stun had worn off (unless of course it was renewed in the meantime, but you get the drift).</p><p></p><p>To cover Max's point about variable duration being more realistic (which it is), instead of having the duration be a locked-in 1 round (or 20 "segments") have the player roll a d20+10 to give how many segments the stun lasts. Stunned on 6 this round means you could snap out of it anytime between 15 next round and 16 the round after. (and don't bother telling me 5e doesn't have segments; for this, it would now)</p><p></p><p>There's some places where one can very easily bring a bit of realism back in, and re-rolling initiative to simulate the unpredictability and fog of war is one.</p><p></p><p>Also, there's nothing saying that every round has to be exactly 6 seconds other than a "rule" (in other words, guideline) in the book. Most of the time it might be, but I know in my own game (modified 1e where rounds are nominally 30 seconds) I've had "rounds" last anywhere from just a few seconds{a} to several minutes{b} each.</p><p></p><p>a - an example is purely psionic combat, where each "action" happens at the speed of thought - the whole thing can be over in 10 seconds or less.</p><p></p><p>b - ship-vs.-ship naval combat, where it can take minutes for the ships to maneuver into firing position.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7761722, member: 29398"] For effects like this, have them last exactly a round. If the Monk stuns someone on initiative 6 then that stun lasts until init. 6 next round, regardless of when the Monk's next initiative comes up. These durations would be tracked by the player of the character that caused them, so here the Monk's player would, on init. 6 in the second round, advise the DM that the stun had worn off (unless of course it was renewed in the meantime, but you get the drift). To cover Max's point about variable duration being more realistic (which it is), instead of having the duration be a locked-in 1 round (or 20 "segments") have the player roll a d20+10 to give how many segments the stun lasts. Stunned on 6 this round means you could snap out of it anytime between 15 next round and 16 the round after. (and don't bother telling me 5e doesn't have segments; for this, it would now) There's some places where one can very easily bring a bit of realism back in, and re-rolling initiative to simulate the unpredictability and fog of war is one. Also, there's nothing saying that every round has to be exactly 6 seconds other than a "rule" (in other words, guideline) in the book. Most of the time it might be, but I know in my own game (modified 1e where rounds are nominally 30 seconds) I've had "rounds" last anywhere from just a few seconds{a} to several minutes{b} each. a - an example is purely psionic combat, where each "action" happens at the speed of thought - the whole thing can be over in 10 seconds or less. b - ship-vs.-ship naval combat, where it can take minutes for the ships to maneuver into firing position. [/QUOTE]
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