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Post by aldarron on Mar 14, 2010 15:39:41 GMT -6
So EPT combat rounds (section 724) are the original one minute variety as might be expected, but the description leaves some room for amiguity and I wonder how it has been generally interpreted. Here is what I mean.
"combat rounds are fought in pairs: one for the attacker..., one for the defender. Thus, if the defender is slain during the attacker's round, he still gets a chance to strike a "dying blow" on his last round."
So lets suppose a combat lasts a full 10 minute turn, then typically each combatant will roll attacks 5 times.
or will they?
If the defender who is killed gets a full attack round, then no combat can last less than an average of 2 minutes, since a round averages 1 minute. Of course this might be seen as an exception to the one minute average or is it possible that Barker meant that a round has 30 second phases? one attack one defense, thus the typical combatant would roll 10 attacks in a 10 minute turn.
The other complication is that "A fighter always gets to strike during any combat round..." meaning presumably that they attack 10 times in a 10 minute turn where other characters attack 5 times, unless its really 20 times for fighters...
How have folks generally played it?
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jjarvis
Level 5 Thaumaturgist
Posts: 278
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Post by jjarvis on Mar 17, 2010 11:37:03 GMT -6
played it so side A attacks and completes actions for the round and side B attacks and completes actions for the round. Each full round still just takes up a round of time.
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Post by apeloverage on Mar 18, 2010 4:49:12 GMT -6
Does that mean that initiative has no effect?
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Post by greentongue on Mar 18, 2010 6:02:11 GMT -6
Initiative has effect on things that are not an "exchange of blows". Spells for example. =
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