Thinyser wrote:That can be done without any phases. The GM just says it takes effect immediately and you lose the next action.jaymz wrote:The difference is some GMs will say your power punch does actually occur until your next next attack (because you only can use one attack at a time) thus you wait and can be interrupted. In this case your power punch is instantaneous. Same goes for spells that require more than one attack to cast.Explain this further please maybe an example using Mr 13 attacks Speed 10 and Mr 6 attacks speed 10. Compare and contrast from PB RAW vs Phase so I can understand exactly how this works. I think I know but I wanna have you clarify to make sure.No i am saying movement is not attached to your attacks at all. Thus people with SPD 10 can move the exact same distance in the same amount of time (in a phase) and get there the same time as opposed to the way it is now.Gotcha, I see how that can speed things up a little bit since you are not going person to person to person around the table as much. This is making much more sense now. Thanks.No i am saying you declare all of your attacks as opposed to one at a time. IE I am going to shoot him twice, then take a shot at that guy and that guy. You make all four rolls at once. Then the defenders react accordingly as needed if they can. As oposed to "ok I shoot that guy, roll defender rolls, ok I shoot him again, roll defender rolls, etc."Agreed it will seem faster for sure. Might actually BE a bit faster too.I never said it actually speeds up combat but it does make it seem quicker as players will not be sitting around doing nothing. Time seems to pass quicker when you are doing something as opposed to sitting there waiting. IE it negates the "a watched pot never boils" syndrome.Well that depends I agree that a fast paced fight is more fun for everybody BUT as the OP said he doesn't have 14 hours a weekend to devote to gaming so we are trying to cut down on "actual" time spent grinding through combat. Its nice to perceive things as not taking as long but when dealing with real world time constraints this perception of a 4 hour combat taking only 2 hours (WOW that was an awesome fight) doesn't help get the other 2 hours back.perception of slowness or quickness has as much to do with the problem as actual slowness or quickness here.
I myself am in the same boat as the OP. I get to game maybe 1-2 times a month for 5-6 hours each time so quick combat would be awesome for our group. So while a 4 hour combat seeming like 2 hours is a step up from a 4 hour combat draggin on and feeling like a full 4 hours it still eats up the majority of our session where if we could cut it down to 2 hours of actual time that would still leave the majority of the session open for RP and other stuff which is what I think the OP is after (and I would love for my group as well)
1 - unless of course your GM doesn't do that as I stated previously many do not in fact do that.
2 - Mr 13 attacks versus Mr 6 attacks both with a SPD of 10. movement does not use any attacks/actions per se but you are limited to how much you can move per each attack/action.
By RAW Mr 13 can only move 2.2m per attack/action (10x5/13) while Mr 6 can move 8.3m per attack/action. They both need to get to an object 15m away. First round of attacks/actions Mr 13 gets to move 2.2m while Mr 6 gets to move 8.3m. Second round of attacks/actions Mr 13 moves another 2.2m and Mr 6 moves another 8.3m getting to the object a full 10m ahead of Mr13 yet they have the same SPD due to how movement is calculated based on the number of attacks/actions a character has.
MY way with the phases they always have the same SPD as follows:
Mr 13 attacks versus Mr 6 attacks both with a SPD of 10. This means they can both move a maximum of 16.7m thus they will reach the object at the same time unless they use their attacks/actions to slow the other down. This method disconnects movement form attacks/actions and reconnects it to time as it should be, since attacks/actions are always fluid as to how much time they take whereas how far you can run has nothing to do with how many times you can do something but everything to do with how fast you are, thus you can run Xm in Y time.
Hope that helps.
3 - You are welcome
4 - If at the end of the night if everyone had fun and didn't feel that "time dragged for combat" does it matter? If it didn't feel like time was wasted, as dragging time can do, then does it REALLY matter if combat took 3 hours yet everyone had fun and never realized it took that long?