My problem with six-second rounds

I also like 10 second rounds. That matches original D&D and "blue book" D&D.

Holding breath becomes time = Con score, which I also like.
 

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jmucchiello said:
My favorite RPG time unit comes from Marvel SuperHeroes. A round of combat equals one comic book panel. If it can be done in one comic panel, it can be done in one round of combat.

Try Feng Shui, a round of combat = 1 shot in an action movie. Each combat is bronken down into Scenes, which last as long as the highest initiative, and count down. Furthermore, there are Magic schticks that a player can learn which allow them to REWIND an entire initiative count and act freely for the extended duration.

One player in my Feng Shui group was running a sorcerer, (The only all-magic class) who had chi-blast, which he described as being an innate power welling up. he would "charge" his chi blasts before firing them to give them extra dramatic power. He also had the movement spell, "speed" which let him roll initiative again and add it to his place in the ranking.

So, during a fight against a bunch of zombie mooks, he's pinned down, being swarmed by a trio of flesh-eating undead, two of them have him in a grapple, and the third isbiting his neck, and the sorcerer just can't seem to get a lightning bolt off...

He Casts his "Speed" spell, suddenly, he's got 9 shots before the zombies get to act again. He takes the full 9 shots to "overcharge" his chi burst, and then lets it go in a flaming aura of pure Chi energy.

It was awesome, and he rolled a "spectacular effect", and backed it up with a positive modifier. I added up the damage, it came to 24 points of damage, to some 5 point mook zombies. It was extremely awesome.
 

In pre-4th ed. Champions, "soliloquies" took no time during combat. I've read a recounting from Ron Edwards where some of his players would have entire productions with can-can dancers and the whole works during combat, since the rules said they were technically "free". :)
 

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