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What are your Pedantic Complaints about D&D?
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<blockquote data-quote="DND_Reborn" data-source="post: 7634971" data-attributes="member: 6987520"><p>And what is your experience out of curiosity? 6 seconds in the wrong situation can certainly seem like it will never end. However...</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 7634971, member: 6987520"] 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. [/QUOTE]
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