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Spell Casting times & Weapon Speeds addition to Initiatives
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<blockquote data-quote="William Ronald" data-source="post: 2807926" data-attributes="member: 426"><p>It was just a nightmare. Mind you these rules were not as much a nightmare as the grappling or psionic rules in earlier editions.</p><p></p><p>I think that people have raised several valid objections to these rules. I would add that not only they bog down gameplay, one has to ask at what level do we want to model reality. To me, the reducto ad absurdum level of modeling reality is to determine whether or not someone hit with a fireball was inhaling or exhaling at the fraction of a second when the fireball hit. This then could be used to determine what fraction of total damage was lung damage, how much of the lungs may have been burned, and how the seared or destroyed lung tissue impacts the characters short and long term actions. (If any.) These impacts could deal with shock, movement, attack and initiative penalties, ad nauseum.</p><p></p><p></p><p>Regardless of what anyone may claim, all RPGs are abstract systems when it comes down to comba. The real world is complex, and no game can adequately model all of its complexities.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 2807926, member: 426"] It was just a nightmare. Mind you these rules were not as much a nightmare as the grappling or psionic rules in earlier editions. I think that people have raised several valid objections to these rules. I would add that not only they bog down gameplay, one has to ask at what level do we want to model reality. To me, the reducto ad absurdum level of modeling reality is to determine whether or not someone hit with a fireball was inhaling or exhaling at the fraction of a second when the fireball hit. This then could be used to determine what fraction of total damage was lung damage, how much of the lungs may have been burned, and how the seared or destroyed lung tissue impacts the characters short and long term actions. (If any.) These impacts could deal with shock, movement, attack and initiative penalties, ad nauseum. Regardless of what anyone may claim, all RPGs are abstract systems when it comes down to comba. The real world is complex, and no game can adequately model all of its complexities. [/QUOTE]
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