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<blockquote data-quote="Sir Brennen" data-source="post: 8182671" data-attributes="member: 553"><p>Do <em>all</em> of those things come up in a single round for you? I think you're exaggerating for effect.</p><p></p><p>I mean, I could just as easily list out all the possible things that <em>might</em> also occur in a D&D round which could slow things up: figuring out which characters are surprised, calculating critical hits, does someone have Advantage, spellcasters trying to figure out what spell to cast (often spending part of their turn re-reading the spell), players trying to figure out what they can use a bonus action on, range, cover... the list goes on.</p><p></p><p>For SW, none of the things you describe should take that much additional time, even cumulatively.</p><ul> <li data-xf-list-type="ul">Card drawing: a few seconds. Slower than D&D's static initiative, but not by a whole lot.</li> <li data-xf-list-type="ul">Drawing additional cards for special Hindrances and Edges: a couple extra seconds</li> <li data-xf-list-type="ul">Effects of Joker (+2 to everything, player is likely to choose to go first): literally a couple of seconds, and that's for the player to say "I'll go first."</li> <li data-xf-list-type="ul">PCs deciding what to do with their 3 Actions: Most players <em>won't take</em> 3 actions because that's a huge penalty. Most only take one, sometimes two, unless you're playing a game with very advanced characters. And even then, usually the choice is simple: I attack, I attack, I attack.</li> <li data-xf-list-type="ul">The Multi-Action Penalty: it's 0/-2/-4 for taking 1/2/3 actions.</li> <li data-xf-list-type="ul">Calculating TNs: It's just 4, or Parry for Fighting. What are you calculating? Every Character should have their pre-calculated Parry as part of their stat block, just like Armor Class in D&D.</li> <li data-xf-list-type="ul">There can be other roll modifiers that can come into play, but they're almost all +/-2 or 4, fairly consistent and easy to remember.</li> </ul><p>The damage calculation can be difficult for some people, and Armor Piercing does add a complication. But I've never had a round take 15 minutes to resolve, and that's with 6 players and often a ton of bad guys, currently in a sci-fi setting with a variety of modern/futuristic firearms and psionic powers.</p><p></p><p>In addition, while a little more time consuming, many players find things like card-based initiative and exploding dice make the experience of SW more fun, and unique in flavor compared to other systems.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 8182671, member: 553"] Do [I]all[/I] of those things come up in a single round for you? I think you're exaggerating for effect. I mean, I could just as easily list out all the possible things that [I]might[/I] also occur in a D&D round which could slow things up: figuring out which characters are surprised, calculating critical hits, does someone have Advantage, spellcasters trying to figure out what spell to cast (often spending part of their turn re-reading the spell), players trying to figure out what they can use a bonus action on, range, cover... the list goes on. For SW, none of the things you describe should take that much additional time, even cumulatively. [LIST] [*]Card drawing: a few seconds. Slower than D&D's static initiative, but not by a whole lot. [*]Drawing additional cards for special Hindrances and Edges: a couple extra seconds [*]Effects of Joker (+2 to everything, player is likely to choose to go first): literally a couple of seconds, and that's for the player to say "I'll go first." [*]PCs deciding what to do with their 3 Actions: Most players [I]won't take[/I] 3 actions because that's a huge penalty. Most only take one, sometimes two, unless you're playing a game with very advanced characters. And even then, usually the choice is simple: I attack, I attack, I attack. [*]The Multi-Action Penalty: it's 0/-2/-4 for taking 1/2/3 actions. [*]Calculating TNs: It's just 4, or Parry for Fighting. What are you calculating? Every Character should have their pre-calculated Parry as part of their stat block, just like Armor Class in D&D. [*]There can be other roll modifiers that can come into play, but they're almost all +/-2 or 4, fairly consistent and easy to remember. [/LIST] The damage calculation can be difficult for some people, and Armor Piercing does add a complication. But I've never had a round take 15 minutes to resolve, and that's with 6 players and often a ton of bad guys, currently in a sci-fi setting with a variety of modern/futuristic firearms and psionic powers. In addition, while a little more time consuming, many players find things like card-based initiative and exploding dice make the experience of SW more fun, and unique in flavor compared to other systems. [/QUOTE]
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