Action Time
Just One More Thing Before I Go... (Part II)
0[This is the second of
a short series of articles revolving around game design ideas and observations.
These are the kind of things I might file away and eventually use as an inspiration
for a product or part of a product. While that's still possible, it's far more
unlikely now that I've decided to concentrate on novel-writing for a while.
So I figured I'd just share them with you here.]
Most of the time, my philosophy
as a game designer was, if it ain't broke, don't fix it. I think good game design
has been hurt over the years by changes that game designers implemented to fix
problems no one was complaining about.
That said, I think D&D
has a problem that no one really seems to complain about too much, but it bothers
me personally. I've been trying to come up with solutions for it for the last
six years or so and never really found any satisfying ones.
The Problem of the Round
The problem involves the
six-second round. Now, it's probably not what you're thinking. It's not that
too much gets done in a six-second period of time. In fact, one of my favorite
memories of 3rd Edition design is of Jonathan, Skip, and I sitting in a meeting
room at Wizards of the Coast talking about this very subject. To "test"
the six-second round, Skip and I would yell out various common actions and Jonathan
would act out performing that action while we timed him.
No, I'm confident that you
really can do most of the things that the game tells you that you can do in
six seconds. My problem with the system is that you can't do what the game says
you can do in sixty seconds. In other words, you can do a round's worth of actions
in six seconds, but you can't do ten rounds of actions in a minute. You can't
keep up that pace in the kinds of situations in which D&D characters find
themselves.
Think of pretty much any
action movie you've seen. Even the greatest hero takes a break in the middle
of the battle to glance around and assess the situation. Or recover from the
blow he just took. Or hide behind some cover for a moment. Or just catch his
breath.
But that never happens in
D&D, which creates a rapid succession of events and actions which are wholly
unrealistic, even by action movie standards. And that's saying a lot. For me,
it just doesn't feel like a real battle. And what really shakes my suspension
of disbelief is when the whole big epic fight with the dragon is over and you
look back and realize that the whole thing took only 42 seconds.
Solutions, Maybe
Unfortunately, while you
can come up with plenty of solutions, none of them are very fun. You don't want
to require everyone to make some kind of save every now and again or lose a
round. Losing a round isn't fun, and feels like punishment, even if it is realistic.
You could institute stun effects accompanying attacks over a certain damage
threshold. This could work like death from massive damage, with a save after
taking 10+character level points of damage in one blow (or something like that)
or be stunned. Or, you could use the daze effect rather than stun.
That's a lot of extra dice
rolls, though, and it really only addresses a part of the issue.
You could make everyone
not take an action every three rounds, but then what's the point? It hardly
feels more realistic to have every combatant freeze up every 18 seconds and
then all start going again at the same time.
However, you could institute
a system where every three rounds (or five, or whatever feels right), characters
can only take a single move action, free (non-attack) actions, and speak. This
is still arbitrary and clunky, but you can use it to instill a feeling among
the players that battles are confusing and chaotic by allowing them to speak
only on those rounds -- they can't communicate on other rounds.
It might be something fun
to try once, just to see how it works. You might want to let these special rounds
not count toward spell durations, particularly for one-round spells like daze
person (it's lame to daze someone only to make him lose his move-and-speak
round; on the other hand, sometimes that might be the right strategic move,
so maybe it's okay).
Perhaps the easiest solution
is, after the fight's over, to abstractly extend the length of time that the
combat took. If a fight lasted for five rounds, say that the whole thing took
two minutes. The five rounds were the really important aspects of the fight,
and there were moments of hesitation, observation and contemplation assumed
into the encounter after the fact. The only thing this will affect is spell
durations, but it's unlikely to really hamper them, and even then, only after
the fact. In other words, in the five-round fight, a spell with a duration of
six rounds still lasts the whole encounter, even if you retroactively say that
the battle was two minutes long. This doesn't really affect balance, because
in most fights, whether the spell's duration is six rounds or three minutes
doesn't really matter -- the two options basically come down to the same thing:
spells that last the duration of the encounter.
However, this further abstracts
D&D combat, almost likening it to previous editions, where every round was
a minute. That's something I now almost kind of miss, or at least understand
-- with the emphasis on almost. Lengthening the round has its own set
of problems, simply because some things just don't take that long. Players who
think about how they have to spend a full minute to run across the room or drink
a potion aren't likely to take kindly to that solution.
It does seem as though most
players and DMs have made their peace with this problem, or haven't even really
thought about it much. So instituting a change that makes the game more complex
to solve a problem that most people don't mind is not a good idea. Which is
why I've never put forth a solution in any of the game design I've done since
3rd Edition came out.
Still, that's no reason
to give up. I know for my own games, this question is something I'm going to
continue to think about.
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