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<blockquote data-quote="Tony Vargas" data-source="post: 7380712" data-attributes="member: 996"><p>Yes (ironically, in one instance, the 'segments' were 6 seconds each), IMX, they usually get too fiddly and end up ignored or mostly ignored - which isn't always all bad, sometimes there'll be a situation where segmenting movement or something is important, and often it won't be...</p><p></p><p>One thing it did help with was casting times: if a spell had a casting time in segments, it was fairly easy to determine between segmented movements & attacks, if it was interrupted.</p><p></p><p>Part of the point of having off-turn actions (the reaction in 5e) is to model that you are not, in fact, taking your whole 6 second turn all at once, rather, it's all going on at once, resolved in order, and when something happens out of that order that you should be able to do something about, you get a reaction (or an OA in earlier editions, potentially more of 'em than the one Reaction you get in 5e)...</p><p></p><p>...I guess it'd make some sense to implement something like this because 5e does just have the one reaction, and once it's gone, you are indeed just standing there. </p><p></p><p>A not entirely un-related, but relatively simple possibility is to give more reactions - sorta. For instance, characters with extra attack could get extra AoOs: until they've used their limit of AoOs or taken some other reaction, the AoO doesn't expend the reaction. Something like that. That would give more reactions to movement. You could then decide that a character can take part of his next movement as an AoO in reaction to someone moving away instead of attacking, to allow more immediate 'chasing' or position-keeping...</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7380712, member: 996"] Yes (ironically, in one instance, the 'segments' were 6 seconds each), IMX, they usually get too fiddly and end up ignored or mostly ignored - which isn't always all bad, sometimes there'll be a situation where segmenting movement or something is important, and often it won't be... One thing it did help with was casting times: if a spell had a casting time in segments, it was fairly easy to determine between segmented movements & attacks, if it was interrupted. Part of the point of having off-turn actions (the reaction in 5e) is to model that you are not, in fact, taking your whole 6 second turn all at once, rather, it's all going on at once, resolved in order, and when something happens out of that order that you should be able to do something about, you get a reaction (or an OA in earlier editions, potentially more of 'em than the one Reaction you get in 5e)... ...I guess it'd make some sense to implement something like this because 5e does just have the one reaction, and once it's gone, you are indeed just standing there. A not entirely un-related, but relatively simple possibility is to give more reactions - sorta. For instance, characters with extra attack could get extra AoOs: until they've used their limit of AoOs or taken some other reaction, the AoO doesn't expend the reaction. Something like that. That would give more reactions to movement. You could then decide that a character can take part of his next movement as an AoO in reaction to someone moving away instead of attacking, to allow more immediate 'chasing' or position-keeping... [/QUOTE]
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