doctorbadwolf
Heretic of The Seventh Circle
Does it bother you how perfect they are?Rapiers. That is all.
Does it bother you how perfect they are?Rapiers. That is all.
What actually bothers me about them is how they all have the phrase of course you can use acrobatics to climb stuff engraved up the side.Does it bother you how perfect they are?
And what is your experience out of curiosity? 6 seconds in the wrong situation can certainly seem like it will never end. However...IME, in a fight, 6 seconds is an eternity.
Wonderful, now I am in the mood to watch Gladiator! I haven't seen it in a decade. Thanks a lot.Luckily, all my comments come with a money-back guarantee!
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Do we really even need combat rounds to represent a specific, standardized amount of time? Frankly, I think it would be better to leave it abstract - a round could simply represent an exchange of blows, which might be anywhere from a few seconds to half a minute or more, as suits the narrative.And what is your experience out of curiosity? 6 seconds in the wrong situation can certainly seem like it will never end. However...
D&D isn't literally meant to be (or at least never was in prior editions) a "blow-by-blow" simulation of combat. Enemies attack and parry, dodge and move for position, etc. It was assumed many exchanges were made and the attack roll came when an opportunity presented itself to really hurt your foe. Oftentimes, attacks "hit" but are ineffective or glancing. If it were meant to be more of a simulation of combat, when targets are hit they might double-over, grab at a stab to stop the blood, etc. and getting in the first "real blow" can mean your foe is stunned for the beat down. D&D doesn't model any of these things with each successful hit. Few people can take a real hit in a real fight and not react to the pain or injury in a fashion that makes them less effective afterwards.
As I wrote before, I don't think rounds should be a minute, but 10-20 seconds depending on your POV would be better in my estimation. Or a different system of movement and actions were a character is not doing as much in a 6-second round.
My experience is fighting with melee weapons. Many attacks are attempted in 6 seconds. I’d guess...as many as 4 per second, but more usually 5-7 per 6 seconds.And what is your experience out of curiosity? 6 seconds in the wrong situation can certainly seem like it will never end. However...
D&D isn't literally meant to be (or at least never was in prior editions) a "blow-by-blow" simulation
My pet peeve is potions shouldn’t even be useable in combat.I can quaff an ale as a free action, but need an action to consume a healing potion.
Agree with potions. I also don’t think you should be able to pour one down an unconscious character’s throat. Most of my players seem to think that is a thing.My pet peeve is potions shouldn’t even be useable in combat.
And I hate the concentration mechanic with a passion. Seems like something that belongs to psionics.
They're supposed to be examples of nitpicking over small details, rather than real problems like...Interesting that most of the pet peeves shared here don't bother me much.
... unlikely to qualify as pedantic, unless you mean it ironically...With D&D, as a DM, I what I still struggle with the most is
Nope, that sounds serious.planning for player-character magic. More than any other action, selecting spells and applying magic effects seem to slow down the game. I found I that magic tended to surprise me and trivialize many encounters. Further, magic in D&D pushes the game into gonzo territory pretty quickly.
I've tried that before. +1d6 doesn't help. They still seemed to be outshined by everyone else except the ranger.Just an observation, if the only switch between Fighter-Sux and Fighter-Roxtoomuch is +1d8 damage on attacks, you could ... make it +1d4/6?
And then your porridge will be just right.
Very true. The game could state that a combat round is the length of time needed for all participants to complete their actions, with the caveat that this is generally from 6-10 seconds, but can be longer as needed. But I have a feeling that for some others, this would be too willy-nilly.Do we really even need combat rounds to represent a specific, standardized amount of time? Frankly, I think it would be better to leave it abstract - a round could simply represent an exchange of blows, which might be anywhere from a few seconds to half a minute or more, as suits the narrative.
That is because the ale is really Pabst Blue Ribbon beer which everyone agrees is just water.I can quaff an ale as a free action, but need an action to consume a healing potion.