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Mike Mearls and "Action Economy"
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<blockquote data-quote="Yaarel" data-source="post: 7390654" data-attributes="member: 58172"><p>I got the idea somewhat from PF2. I love alternating between combat measured in turns, social/exploratory measured in 15-minute encounters, and downtime/background activities measured in days. Telescoping back and forth between timescales is convenient and intuitive.</p><p></p><p>If not actually hitting hostiles or being hit by them, it is possible to switch out to a 15-minute encounter timescale, to explain a more strategic way of interacting or obviating the hostiles. Thinking in terms of what happens during 15-minutes, allows a more freeform approach and adjudication. Mass combat probably works better in 15-minute intervals.</p><p></p><p>A 15-minute encounter can be punctuated by a run-in that forces a turn-by-turn combat. But because this combat literally only lasts for less than 30 seconds, it doesnt really interfere with what else is going on during the wider 15-minute encounter.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7390654, member: 58172"] I got the idea somewhat from PF2. I love alternating between combat measured in turns, social/exploratory measured in 15-minute encounters, and downtime/background activities measured in days. Telescoping back and forth between timescales is convenient and intuitive. If not actually hitting hostiles or being hit by them, it is possible to switch out to a 15-minute encounter timescale, to explain a more strategic way of interacting or obviating the hostiles. Thinking in terms of what happens during 15-minutes, allows a more freeform approach and adjudication. Mass combat probably works better in 15-minute intervals. A 15-minute encounter can be punctuated by a run-in that forces a turn-by-turn combat. But because this combat literally only lasts for less than 30 seconds, it doesnt really interfere with what else is going on during the wider 15-minute encounter. [/QUOTE]
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Mike Mearls and "Action Economy"
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