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Post Posted: Thu Jun 19, 2008 8:03 am 
 

For those who have been following along with the two 4th Edition posts (and a special thanks to Deadlord, Killjoy, and Badmike for the inspiration)...


So I instituted the 6 second combat rule.  What followed over two sessions was a rollercoaster ride of...well...you be the judge...


First reactions at the table - (in no particular order from the three most vocal members of our group)

What the "frack"?!?!

Is this tied to the mechanic in some fashion I missed in the PHB?

You know, (Players name who is running the Dwarf cleric) is gonna "frack" that up every round!  We are doomed.


Non Roleplay related conversation regarding the new rule during the first session -

Ok its not in the PHB cause I checked, so is it like an optional rule in the new DMG?

What!!  My dwarf has like a 6 Int, what did you expect, brilliant time management skills?  Maybe I can find and train that feat next to up my bonus for you whiners! (grabs the PHB and starts flipping pages)

Is there gonna be some kind of experience reward for staying in the time limit through the adventure?

I think characters with higher INT scores should get more time to accomodate for their quick thinking abilities, you know, cause we all cant mimic our PC's and be the brilliant role player (Dwarven players name) is.


Gameplay related conversation affected by the rule -

(At the end of his turn the mage shouted to the cleric) Dont think about it, just get over here and heal me rocks for brains!

(warrior speaking real fast and already rolling to hit and damage dice) I move to flank, cleave, wash down a heal potion, and throw a glance to check out how Ran is doing with the shamman.  (quick pause then whispers) How many seconds I got left?

Considering the pit is close, I keep note of where it is footing wise and if this ugly "fracker" tries anything funny like a bull rush Im taking it with me instead of resisting.  Im sure he will make for a nice cushioned fall.  (the warrior grins wickededly then thinks for a sec and shouts out real fast) I attack too, fast, now!  Ahh dam it did that take my six seconds?


So I did smile evily at that last question, though I ruled he had time left and that just giving me an indication of what he wanted to do outside of the hit/miss part of combat didnt count.  In the end, the kinks began to work themselves out.  The players went from "Oh holy "frack" its the house rule from hell" to "Hey, this really livens things up".  They began to see the rule not as a hard and fast thing, but rather a time constraint meant to speed up play and enhance the fast feel of combat.  Even the Dwarven Cleric with his oh so horrible 6 INT roll really had some of the flavor come out in play and his real life persona of being indecisive, transmitted brilliantly into his PC which lead to some good combat roleplay/gameplay.

The second session saw the rule go through a rule lawyer hurdle ("Ok I checked the DMG and its not there either, what ding dong gave you the 6 second idea?") and a gameplay hurdle (Rogue player - "Hey, that Kobold definately took more than 6 seconds!" followed by my "Thats a 3 second penalty to your next 6 seconds for arguing about the rules with the DM during combat," ending with our normaly shy female paladin say while laughing at the rogue "Well that will learn ya.")


So, tomorrow night I would bet the third session sees most of the bumps evened out and players used to the idea that they dont have all the time in the world to strategize.  In fact its already sparked some great inter-party conversations in game about what they will do in combat, while sitting around the evening campfire.  Something I have never seen happen before.

So again, a thanks to those three who got the 6 second rule rolling.  Many happy gaming sessions to you and yours  /salute

MM


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Post Posted: Thu Jun 19, 2008 8:29 am 
 

see now, look how much things livened up?

if i was DMing that, the pit thing would have most definately come into the proceedings. if the PC had made a low attack roll and badly missed, i would certainly have seen the possibility that he/she had slipped and fell in.

now THAT was the kinda combat i like to see. it puts a whole new perspective on the scenario.

now you can see how a simple combat with a scared shrew, turned out into an absolute debacle :)

Al


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Post Posted: Thu Jun 19, 2008 8:49 am 
 

The 6 Seconds Rule is an option, but it IS listed in both the DMG and the PHB.
In other AD&D supplements as well.
Time is a vital part of every aspect of the game of AD&D.
Time is built into almost every aspect of AD&D, and most especially in battle.
(I cannot speak to 3x or the new 4th Editions, but I suspect time is a major concern in those editions as well)

1 Segment = 6 seconds.

10 Segments = 1 Turn. (Revised below as ROUND)... (1 minute)

Every spell has a casting time (And many of them also have durations) listed in the description in the PHB (Magic Missile CT = 1; with the 1 being 1 Segment).

Every weapon has a speed factor which is listed in segments.
The bigger or the more cumbersome any weapon is, the longer it takes to use in combat.
A dagger is one of the fastest, and a Heavy Crossbow is one of the slowest (Loading time is LONG).
Even Monks in hand to hand combat have specific times for specific moves.

When you roll for initiative you use casting time, movement rates and/or weapon speed to help determine initiative.
OK, perhaps not, but all those things are OPTIONS..........
Some folks simply roll and the lowest roll gets to act first.
That is also an option.

Using real world time constraints simply makes it all seem more realistic.
Not to mention that it tends to move the game along much faster.

In an actual battle, A fighter is not all that likely to tell the goblin hoards he is fighting to hold off for a minute or two, while he turns his back and argues with the cleric for 2 minutes in the middle of a battle to get him/her to cast a bless for the group, or cure light wounds on the mage......

In my game last weekend (Grandson and his cousin playing) I counted down from 10 (They are just kids, so I gave them more time) on several occasions, but only when the action bogged down with them having long discussions about what to do and who would do it.

I said one time:
"OK guys; The Goblins are standing in front of you with bored expressions on the thier ugly mugs......... arms crossed, eyes rolling  :roll: , and feet tapping on the hard packed dungeon floor."

Ten... Nine.... eight..... seven......  :twisted:

They got the idea ..........


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Last edited by Gnat the Beggar on Thu Jun 19, 2008 6:22 pm, edited 1 time in total.
  


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Post Posted: Thu Jun 19, 2008 9:08 am 
 

Aneoth...Time is seperated much the same as it has been in 4th, but real life time vs in game time has always been seperate in my book.  Forcing a hard 6 second rule would not allow for quick thinking to translate into conversation and game actions.  Thus I only ruled on the basics of combat and the three action sequence when it came to the 6 second rule. If a player was informing me of specific details for a reason, it didnt count against the time.

If a player on the other hand was conversing with another player, it did count against the time and players started using quick short sentences to mimic in game combat chat (which worked out nicely).  The only time I had to crack down during the second session was if someone forgot about the rule and started discussing the game combat senario.

Killjoy...one of the real nice things I like about 4th is the idea that other players and NPC/Monsters can force movement.  When a player or monster is forced by another to move in a direction, be it pull, push, or slide, into a difficult or deadly zone area, they get to resist.  I always found the idea that you had ultimate control of your position on the field of battle silly.  So many factors can force you to move, especially your enemy, whether you want to or not.  I also really loved how the warrior assessed the risk of the pit depth and used it to his advantage when the Orc did indeed try to bull rush him into the pit, thinking he would try to resist or dodge, not grab him and use him as a floor buffer....hehehehe.

MM


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Post Posted: Thu Jun 19, 2008 9:22 am 
 

well as i run my games with very loose rules, as i just want it to flow, i take each circumstance as it arises.

using your fighter instance. i would have asked what the fighters intelligance was. if he was stupid, he prb wouldnt have even considered the pit, when the creature was rushing him.

if they converse together, the people conversing i just step over and carry on. they quickly stop that and get to grips with things. if the DM is asked specifics, i dont count that in the same thing.

as i said, the "rule" is just meant to make combat work more real-time, but i do use it in other circumstances too. just depends what it is.

i just think anything like that, that can make the game more interesting, it should be used.

with regards to anny's point: noted. i know the PHB and DMG say these things, but in the end, it comes down to working things out again etc. i just use common sense. if someone is using a T-H-Sword and a goblin is using a short sword, i will give the goblin +2 to hit, instead of arsing around with other things. same goes the other way. its all about being fair and realistic.

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Post Posted: Thu Jun 19, 2008 9:22 am 
 

Yeah, use of real time vs game time, like anything else in AD&D are OPTIONS.

In that game with the grandson and cousin, I was only forced to count down from 10 a very few times and that only on the second day (Sunday).
The game speed was greatly improved by my doing so.
I told them why I did it too.
They wanted to finish and we were under a time constraint as the cousin had to go home for a family thing and so time was pressing.

The night before we had no such problems and I let them take gobs of time.
But grandma (my wife) told them they had to get to bed by 11 PM, so we ended soon after that and started again the next morning.
We did finish the scenario and just in the nick of time too................

Pun intended................. 8)


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Post Posted: Thu Jun 19, 2008 9:44 am 
 

killjoy32 wrote:....using your fighter instance. i would have asked what the fighters intelligance was. if he was stupid, he prb wouldnt have even considered the pit, when the creature was rushing him....


Thats been a long standing argument between many a DM and player in a number of games I have run or watched from OD&D to 2nd.  3.5 attempted to even the stat dumps out but instead just ended up creating the all important INT stat must have.  Not for roleplay value but for its gameplay value.  Even then there were still dumps that were obvious except for a specific few classes.  4th tries to balance the equation out further by seperating stats into sets of two so no one stat becomes all important, and all stats have an effect across the board.  Unfortunately CON becomes a kind of must have because of Healing surges (a gripe I have currently).

The one thing I am eternally grateful for with my players is they all do an excellent job of either roleplaying any stat variable very well, or they use rolls that are real world appropriate (our current Dwarf cleric knows hes not the most brilliant mind and is at times indecisive...so he never plays a character above 10 INT).  That takes a huge burden off my shoulders.

MM


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Post Posted: Thu Jun 19, 2008 9:52 am 
 

Honestly, and not to argue, but even an exceedingly low INT fighter should realise that going into a major battle/fight with a bottomless pit right behind you is a very stupid thing to do.

A steady strong stone wall at your back?
YES!
Umnnn.... a bottomles pit at your back?
Nuh Ugh............

At the very least at some point the survival instinct HAS to come forward and nudge him to the side a few steps.

"Umn... there be deep Pit behind Grog? Grog move over two steps, then Grog fight ugly short critter!"

Of course that said, I would NEVER argue with the DM....
Bad things could happen.... like giant shrews or some such horrible thing.


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Post Posted: Thu Jun 19, 2008 9:52 am 
 

but then if he had 18 dex, i would have said (if the rush was successful), that he has been pushed into the pit WITH the creature, but by pure chance, he has been able to grab the edge of the pit before going right in. if he could roll a normal hit, then he has succeeded on holding on, for 1-3 rounds. after that, unless helped, he would fall in (assuming the character is encumbered, which they normally are)

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Post Posted: Thu Jun 19, 2008 11:19 am 
 

This is 4E, every character starts with an 18 Dex, no?
Glad to hear the 6 second rule is working out. I've been using it for 28 years, and while there has been occasional resistance, it works really well. The side effect, as you saw, is that it gets players to plan out strategies BEFORE combat.
The 6 second rule was not part of D&D, Annie, I initiated that on my own. I think what you are referring to is the 6 second ROUND, used in combat, so that 6 seconds of game time equals 1 round.
One thing to keep in mind, Madman, is the ability (or inability) of characters to see/hear certain events and react to them. Also, I think I may have misstated the 6 second rule. I apply this BEFORE the round begins, i.e. characters select their actions simultaneously. They can make VERY minor changes afterwards, but I usually do not allow the action to be radically modified. I start with the person with the highest initiative and go down the list.

Example:
(facing 3 orcs and an ogre)
Initiative:
Ogre: 19
Orc 1: 12 (facing Fighter 1)
Orc 2: 1 (facing Fighter 2)
Orc 3: 17 (facing Fighter 1)

Mage: 15
Fighter 2: 11
Fighter 1: 10
Cleric: 14


Me: OK, actions?
Mage: I'll cast Magic Missile at the ogre.
Fighter 2: I attack the orc in front of me.
Fighter 1: I attack the wounded orc in front of me.
Cleric: I will move behind Fighter 1 and cast Cure Serious wounds.

Me: OK, the ogre moves up just behind the orcs, and howls what seems like encouragement to the orcs in a guttural language, punctuated by random swings of his rusty battleax.
Orc 3 slams his wooden club into Fighter 1's shield rim, forcing it down, and follows through with a backhanded uppercut (hit roll of 19 at this point) which connects with Fighter 1's chin, snapping his head back with a bone-crunching sound. (Fighter 1 is at -3 hp). Fighter 1 topples to his knees and forward onto his face. Mage?

Mage: I retarget my spell on the orc that hit Fighter 1.
Me: You retarget the spell, but the spell will go off at the end of the round due to the delay.
Mage: Dang! OK, I target the ogre.
Me: OK, but the spell will go off first in the next round.
Mage: What?! Why?
Me: You changed your mind twice in the middle of a battle.
Mage: Grrrr……
Me: Cleric, Fighter 1 falls as you come up behind him. You are filled with a compulsion to heal him, but you realize you will be wide open to the two orcs that brought him down. Do you still want to heal him?
Cleric: Yes.
Me: The healing energy flows from your hands into him. You lean to one side and evade a swing by Orc 1. Fighter 2?
Fighter 2: Attack.
Me: You hammer down with a two-handed stroke (hit roll of 21 total, orc is dead) and split his forehead open, sinking your sword one-third of the way into his misshapen skull. He emits a brief plaintive squeal and crumbles.
(Roll for next round initiative)






As you can see, there are penalties and exceptions for in-combat changes. The reason I make everyone decide ahead of time what their actions will be should be obvious


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Post Posted: Thu Jun 19, 2008 12:29 pm 
 

Deadlord39 wrote:The 6 second rule was not part of D&D, Annie, I initiated that on my own. I think what you are referring to is the 6 second ROUND, used in combat, so that 6 seconds of game time equals 1 round.


See page 61 of the AD&D DMG Under COMBAT:
for time/round/combat/initiative/suprise.

Umn... perhaps D&D, but in AD&D A SEGMENT is listed as being 6 SECONDS and being only a small portion of a full COMBAT ROUND.
So, no a round is NOT 6 seconds, unless you have made it so in your home game.

A segment is part of a combat round, which is specified as being ONE MINUTE per combat round.

The DMG DOES allow for redoing time and making rounds of varying time frames (Including a few seconds) per house rules.

BTW: I agree with the one minute combat round statement.
There is simply way too much stuff going on during a battle for a round to be only 6 seconds long.
Parries, swipes, multiple swings for higher level fighters, etc....


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Post Posted: Thu Jun 19, 2008 12:38 pm 
 

D&D (d20 version) has rounds that are 6 seconds long.


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Post Posted: Thu Jun 19, 2008 12:45 pm 
 

Page 39 of the AD&D PHB lists time in increments as follows:
1 Turn = 10 minutes
10 (Melee) Rounds = 1 Turn
1 (Melee) Round = 1 minute
10 Segments = 1 round

BTW: I also realise there is a difference between real time and game time.
And I agree that real time should be limited for experienced players at the least in some instances, or game time could easily grind to a halt.

For new, young, or inxperienced players, forced or timed actions should be VERY limited.

However, such things are also quite useful in instilling fast thinking for the young folks too.


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Post Posted: Thu Jun 19, 2008 1:19 pm 
 

Oops, my bad, I meant segment. MY 6-second rule has nothing to do with game-time combat, it is merely how long they have to state their actions. As Maddie said, if an explanation is needed, or more detail, it obviously doesn't count against the time.
Actually, my game rounds are 15 seconds long. A full minute is ridiculous. Consider this: In 15 seconds, you can remove a backpack, pull out a readily available potion, and drink it (standard D&D action). In a MINUTE, you can do all that, close and reshoulder the backpack, draw your weapon and take several shots at the baddie. Time it on a clock; believe me, a minute is a hell of a long time in a combat situation.


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Post Posted: Thu Jun 19, 2008 1:19 pm 
 

Double post....... I guess that was 2 rounds.


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Post Posted: Thu Jun 19, 2008 1:25 pm 
 

Palladium uses 15 second combat rounds; they also allow multiple spells to be cast in one round if you have enough attack actions, which is pretty danged rare.


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Post Posted: Thu Jun 19, 2008 5:56 pm 
 

i always took 1 round to be 1 minute and i didnt ever read that rule :)

i always took the attack to be a set of manouvers that you make and one gets through, which is your attack.

if a character was non-combatitive, i would judge on whatever it is that they wanted to do, whether i would allow it done in the same round or flow over into the next etc.

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Post Posted: Fri Jun 20, 2008 8:32 am 
 

Aneoth wrote:The 6 Seconds Rule is an option, but it IS listed in both the DMG and the PHB.
In other AD&D supplements as well.

Yup...just say the rule is "grandfathered in" from an earlier edition.  

Normally, you separate "out-of-game time" from "in-game time".  Like if you're in town, and everyone turns in for the night, you don't need to stop the game.

The six-second rule is the exception -- for when players are wasting valuable "out-of-game time" and/or taking advantage of the time distinction by getting into too much discussion during an in-game time-sensitive situation, etc.  So in that event, you loosely equate the two notions of time to prod them along.

(Incidentally, Lejendary Adventure uses three-second combat rounds, so you can have the opposite problem...)

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