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General Tabletop Discussion
*Dungeons & Dragons
Rogue's Cunning action: Double dash, etc.
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<blockquote data-quote="Hriston" data-source="post: 6617980" data-attributes="member: 6787503"><p>I agree with this in spirit, in that characters do not, of course, suddenly gain powers and abilities that they didn't already have as soon as initiative is rolled and they find themselves in a combat encounter or a chase, but I'm wondering why, in such a situation the rules for combat or a chase are not being used. If the time scale of six seconds is critical enough for dashing to be relevant then shouldn't initiative have been rolled? It's difficult for me to think of a situation where a character would need to use the ability to run 90' in six seconds and for the resolution of such use to not be critical with reference to other actions happening in the same time-scale. As per the chase rules, any use of a "double dash" beyond the first round of use runs the risk of incurring exhaustion. Even for a character with a constitution of 20, risk of exhaustion begins after four rounds, or twenty-four seconds, not enough time to affect travel speed in any very significant way. For example, at the time scale of one minute, use of this ability would allow such a character to gain 140' on a character travelling at a fast pace before risk of exhaustion kicks in, and even speed could probably not be maintained for the entire minute. It seems like situations like this would be better handled with the six-second scale.</p></blockquote><p></p>
[QUOTE="Hriston, post: 6617980, member: 6787503"] I agree with this in spirit, in that characters do not, of course, suddenly gain powers and abilities that they didn't already have as soon as initiative is rolled and they find themselves in a combat encounter or a chase, but I'm wondering why, in such a situation the rules for combat or a chase are not being used. If the time scale of six seconds is critical enough for dashing to be relevant then shouldn't initiative have been rolled? It's difficult for me to think of a situation where a character would need to use the ability to run 90' in six seconds and for the resolution of such use to not be critical with reference to other actions happening in the same time-scale. As per the chase rules, any use of a "double dash" beyond the first round of use runs the risk of incurring exhaustion. Even for a character with a constitution of 20, risk of exhaustion begins after four rounds, or twenty-four seconds, not enough time to affect travel speed in any very significant way. For example, at the time scale of one minute, use of this ability would allow such a character to gain 140' on a character travelling at a fast pace before risk of exhaustion kicks in, and even speed could probably not be maintained for the entire minute. It seems like situations like this would be better handled with the six-second scale. [/QUOTE]
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Rogue's Cunning action: Double dash, etc.
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