You have a point, but I believe to qualify as trolling, the actual post needs to be provocative. From my point of view, what I did is just what newspapers (especially bad newspapers, though) tend to do: Provocative title, not provocative content. Unless people don't get past the title, there is no flame potential. And I'll say openly that I don't care much for people who believe they need to contribute to a thread despite not even reading the opening post.Nifft said:May I gently advise against this sort of thing?
The line is thin between "provocative" and "trolling", when it's there at all.
Cheers, -- N
Kudos to you for your reaction. Honestly.Moniker said:Actually, without being a total smartass - I did read your post. However, I disagree with the inordinant amount of timekeeping it would take to track two minutes for each abilities' usage. An hour is more general and easier to track both as a player and a DM.
I disagree, I believe there should be an actual benefit for resting (a relatively small amount of time). Look at the example for details. (Well granted, it probably comes off as "taking a nap", though I rather think of "catching breath")Dragonblade said:Essentially if you roll initiative again, it should count as a new encounter regardless of how much game time has actually passed.
Trolling is a fuzzy area. It's not wise to rely on technicalities. But I'm not calling you a troll, I'm just cautioning against ... excessive provocation.Anthtriel said:You have a point, but I believe to qualify as trolling, the actual post needs to be provocative. From my point of view, what I did is just what newspapers (especially bad newspapers, though) tend to do: Provocative title, not provocative content.
Anthtriel said:Now what do you think? Take a guess, who had more fun, the player of Dayguy, or the player of Encguy? And who worked better in flavor?
And I think I'll heed that advice. Turns out it was just confusing and probably didn't do anything.Nifft said:Trolling is a fuzzy area. It's not wise to rely on technicalities. But I'm not calling you a troll, I'm just cautioning against ... excessive provocation.
Yeah, I wondered what the time span described by ToB was, and remembered (incorrectly) two minutes. In fact, I'd like more than that, ten minutes or even twenty minutes maybe. Short enough to make sure the heroes don't sleep in the dungeon, but long enough to make it feel like actual rest, and to have some of that "worn out" feeling. Of course DMs should be encouraged to fiddle with that time as they see fit. Survival horror would probably benefit from longer times, whereas pure hack&slay probably doesn't.I'm more a fan of the time spans Combat Actions vs. 5 minutes vs. all night, as seen in ToB. The ability to rest for 50 rounds seems clearly out of combat and out of most combat spell durations (where as 20 rounds is within, say, an Extended hold person at caster level 10).
Cheers, -- N
Well, that feels too gamey to me. I do like heroes falling back and setting up camp, I just don't want it to last eight hours.WayneLigon said:I think part of whether or not I like per-encounter depends on how an encounter is defined. To me, once you fall out of keeping track of rounds, that encounter is over; in other words, like a scene in a movie. In tehe example above, to me, once the goblins flee that encounter is over and Encguy's powers reset regardless if he has time to 'rest' or not. Same thing after the door battle; lean on your sword for a full round, ping, your per-encounter abilities refresh.
Except for the problem of tracking it, that is. Which is a gigantic problem.Aust Diamondew said:Per encounter could be changed to 1/minute or 1/5 minutes and it'd work out to the same thing 90 percent of the time.
In fact by 'per encounter' I wouldn't be surprised if they meant 1/X minutes.
That's what I don't like about "per day" abilities. The fact that you have to decide whether you only cast once in an encounter when you may or may not later have 3 more encounters before you can call it a day.Anthtriel said:Let take an example: Paladin Dayguy, who can smite evil four times per day, and Paladin Encguy, who can smite once per encounter. Per 3.5 assumptions, those abilities are roughly equal.
I hadn't ever thought about the specific span of time until now -- I'd just used 5 minutes from ToB -- but in retrospect, it seems to have been a well-chosen number.Anthtriel said:Yeah, I wondered what the time span described by ToB was, and remembered (incorrectly) two minutes. In fact, I'd like more than that, ten minutes or even twenty minutes maybe. Short enough to make sure the heroes don't sleep in the dungeon, but long enough to make it feel like actual rest, and to have some of that "worn out" feeling. Of course DMs should be encouraged to fiddle with that time as they see fit. Survival horror would probably benefit from longer times, whereas pure hack&slay probably doesn't.