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<blockquote data-quote="Crazy Jerome" data-source="post: 5812463" data-attributes="member: 54877"><p>Speed of resolution is the prime intent. Everything else is secondary, though not therefore unimportant.</p><p> </p><p>The issue quoted above is my biggest worry, and why I almost didn't post this until I see how it goes. I'm attempting to see just how simple I can make it, but still work well enough, both conceptually and in handling time. I find in my current 4E games that ongoing damage being applied later leads to extra handling time that I'm not at all sure is worth the cost. </p><p> </p><p>Everyone doing their saves and ongoing damage at the same time is also a big handling time help. Not only are all the players going together, but I can do the monsters while they are at it. I like this kind of ebb and flow in combat handling pacing.</p><p> </p><p>In order to be that extreme with it, I had to be willing to lose some fidelity to accurately modeling the current 4E results. I'm ok with some of that, because this is more an experiment in game procedures than trying to arrive at some side by side house rule that would be acceptable to most 4E groups. Plus, I don't happen to like the way "save ends" and "until the end of my next turn" are currently balanced. The idea is that if everything is "save ends", then it turns into "win some, lose some". </p><p> </p><p>(It will also give our wizard some interesting decisions to make with sustain. Does she gamble that the effect will stay up and go for another one, or does she dedicate that minor action to keeping it up. Right now, she knows what will happen is she does not sustain.)</p><p> </p><p>Finally, I wanted there to be good reason to sometimes delay into a later bracket, even for people winning initiative. Getting to benefit from any results imposed by an earlier bracket and/or getting to react to monster effects before the saving throw step. Winning initiative thus gives the player and important decision to make. Most of the time, they'll choose to go early, but it is not open and shut.</p><p> </p><p>I'm not disputing anything you say, merely explaining. You may very well be correct, and the whole thing collapses. That's why I'm going to try it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5812463, member: 54877"] Speed of resolution is the prime intent. Everything else is secondary, though not therefore unimportant. The issue quoted above is my biggest worry, and why I almost didn't post this until I see how it goes. I'm attempting to see just how simple I can make it, but still work well enough, both conceptually and in handling time. I find in my current 4E games that ongoing damage being applied later leads to extra handling time that I'm not at all sure is worth the cost. Everyone doing their saves and ongoing damage at the same time is also a big handling time help. Not only are all the players going together, but I can do the monsters while they are at it. I like this kind of ebb and flow in combat handling pacing. In order to be that extreme with it, I had to be willing to lose some fidelity to accurately modeling the current 4E results. I'm ok with some of that, because this is more an experiment in game procedures than trying to arrive at some side by side house rule that would be acceptable to most 4E groups. Plus, I don't happen to like the way "save ends" and "until the end of my next turn" are currently balanced. The idea is that if everything is "save ends", then it turns into "win some, lose some". (It will also give our wizard some interesting decisions to make with sustain. Does she gamble that the effect will stay up and go for another one, or does she dedicate that minor action to keeping it up. Right now, she knows what will happen is she does not sustain.) Finally, I wanted there to be good reason to sometimes delay into a later bracket, even for people winning initiative. Getting to benefit from any results imposed by an earlier bracket and/or getting to react to monster effects before the saving throw step. Winning initiative thus gives the player and important decision to make. Most of the time, they'll choose to go early, but it is not open and shut. I'm not disputing anything you say, merely explaining. You may very well be correct, and the whole thing collapses. That's why I'm going to try it. :D [/QUOTE]
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