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General Tabletop Discussion
*Dungeons & Dragons
Military Units as Monsters - A New Take
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<blockquote data-quote="Sword of Spirit" data-source="post: 8269164" data-attributes="member: 6677017"><p>What I'm trying to get at is the "one attack actually means several deployments of your weapon" only works for certain types of attack scenarios. It doesn't work for weapons that require ammunition, because you use 1 piece of ammunition per attack. It doesn't make a lot of sense that a gargantuan dragon is actually attempting to bite you multiple times. It certainly doesn't make sense that you are parrying most of those bites.</p><p></p><p>It works fine to visualize it like that for typical PC-sized characters wielding melee weapons (or fighting unarmed) against similar opponents...and that's about it. No other situation in the game works that way. Having the default concept of what's going on be something that can only support one subset of the broad range of attack rolls that the game includes seems like a bad way of going about it.</p><p></p><p>A better way might be to assume those 6-second rounds are really wibbly-wobbly time-wimey 6-second rounds. When you have to track effects, they are mechanically 6 seconds. In the fiction they are relatively brief moments.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8269164, member: 6677017"] What I'm trying to get at is the "one attack actually means several deployments of your weapon" only works for certain types of attack scenarios. It doesn't work for weapons that require ammunition, because you use 1 piece of ammunition per attack. It doesn't make a lot of sense that a gargantuan dragon is actually attempting to bite you multiple times. It certainly doesn't make sense that you are parrying most of those bites. It works fine to visualize it like that for typical PC-sized characters wielding melee weapons (or fighting unarmed) against similar opponents...and that's about it. No other situation in the game works that way. Having the default concept of what's going on be something that can only support one subset of the broad range of attack rolls that the game includes seems like a bad way of going about it. A better way might be to assume those 6-second rounds are really wibbly-wobbly time-wimey 6-second rounds. When you have to track effects, they are mechanically 6 seconds. In the fiction they are relatively brief moments. [/QUOTE]
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