1 round = 6 seconds too short?


Pathfinder First Edition General Discussion


first: I know this is a game and real life to game comparisons are difficult

second: I know that the 6 seconds to a round rule is just a mechanical convention not to be taken TOO seriously.

third: I know that people are going to ignore 1 and 2 and take the following as a personal affront to their gaming enjoyment.

having said that.

Does any one else find the six second rule as a bit too short. It works for the convention of melee combat... sort of.

but in the longer term its really quite short.

consider that most battles against mobs and dragons take about 30 seconds.

people hustle faster than most real people can sprint.

in fact.. if you have ever done a full dungeon clearing in rounds it probably takes no more than 10 or 15 mins for a major AP dungeon.

Im not saying it should change... doing so would wreak havoc with mechanics and spell conventions.

personally I just make things out of rounds and general descriptions of events into more realistic times.

I am just wondering what you all think about RAW time conventions.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Watching most movies 6 seconds/round is about right. It also makes math easier for Rounds/Minutes/Hours durations.

That said changing the amount of time a round takes to 10-12 seconds doesn't break anything, but anything longer either gimps or overpowers certain spells.


I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.


Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.

But could you shoot 6 Longbow arrows?


Torquar wrote:
Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.
But could you shoot 6 Longbow arrows?

http://www.youtube.com/watch?v=1o9RGnujlkI

Yeah, its a "shortbow" but i've seen as fast with other bows. Just look up speed archery on youtube


Torquar wrote:
Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.
But could you shoot 6 Longbow arrows?

In real life trained archers were some BAMFs.

Given you have all arrows on hand, maybe firing 2 at once to save time, and magical help, it's especially possible.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Of course it's possible, for the powerful übermensch that comprise a group of travelling murder hobos.


I think it's too long.
In 6 seconds, a regular 10-th level fighter can only hit twice with its sword...

Grand Lodge

It's not arrows that breaks realistic number of attacks in 6 seconds...it's the crossbow.


blue_the_wolf wrote:

first: I know this is a game and real life to game comparisons are difficult

second: I know that the 6 seconds to a round rule is just a mechanical convention not to be taken TOO seriously.

third: I know that people are going to ignore 1 and 2 and take the following as a personal affront to their gaming enjoyment.

having said that.

Does any one else find the six second rule as a bit too short. It works for the convention of melee combat... sort of.

but in the longer term its really quite short.

consider that most battles against mobs and dragons take about 30 seconds.

people hustle faster than most real people can sprint.

in fact.. if you have ever done a full dungeon clearing in rounds it probably takes no more than 10 or 15 mins for a major AP dungeon.

Im not saying it should change... doing so would wreak havoc with mechanics and spell conventions.

personally I just make things out of rounds and general descriptions of events into more realistic times.

I am just wondering what you all think about RAW time conventions.

Back in the dark ages there were 10 melee rounds in a turn in AD&D. A melee round was 1 minute, a turn 10 minutes. Movement, etc. was the same in a melee round as it was in a turn iirc. The turn involved exploration, wondering around, mapping etc. Given the distances moved, etc. it was an overly long time for what you could do. A six second melee round and 1 minute exploration turn makes perfect sense to me. Not coincidentally, that's what I do.


notabot wrote:
Torquar wrote:
Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.
But could you shoot 6 Longbow arrows?

http://www.youtube.com/watch?v=1o9RGnujlkI

Yeah, its a "shortbow" but i've seen as fast with other bows. Just look up speed archery on youtube

*Cough* 13+ arrow with improved snap shot and combat reflexes *cough*


Nicos wrote:
notabot wrote:
Torquar wrote:
Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.
But could you shoot 6 Longbow arrows?

http://www.youtube.com/watch?v=1o9RGnujlkI

Yeah, its a "shortbow" but i've seen as fast with other bows. Just look up speed archery on youtube

*Cough* 13+ arrow with improved snap shot and combat reflexes *cough*

Eh, by the time you could do that the fighter can survive a fall from orbit, swim in lava, and punch a hole through a steel wall. 3 arrows in 1.5 seconds is attainable, that's 12 arrows in a round (though I don't think anybody could actually do the 1.5 second trick 4 times in a row without pause).


The welsh longbowmen could fire a little over 15 arrows a minute and this was with a 90lb+ bow and accurately hit a target at over 200yrds. So this would equal to about 2 arrows a round without magical support. And as notabot mentioned by the time you can really do those whole 6+ shots a round you can also swim thru lava and contact beings from other planes and bend them to your will so with definitely entered into the realm of "fantasy" by that point.

As for the 6sec being to short or to long I would agree when it comes to movement rate sometimes specially with high speed things like monks. Outside of that fights in real life don't last very long when it comes to wielding sharp pointy objects and sticking them into people. Watch a couple higher dan kendo videos and you will see how fast a fight can happen.


I am curious about the hustling faster than a sprinter statement.

Hustle = 60feet per round. 600 rounds per hour. 60*600/5280 = 6.818mph.
Far less than sprinters.

Pathfinder Run = 13.636mph

Now for the comparisons:

Usain Bolt can run very short distances (sprints) at a speed of 27.79mph.

The 24hour long distance running record for 2012 is approximately 7.18mph (converted from kph).

In between those two points is the IAAF Marathon (IAAF is the international marathon governing body) at a distance of 26.22miles. The fastest marathoner ran that distance in 2.06hours. An average speed of 12.72mph.

In short: I see no problem with the hustling speed. Pathfinder makes long distance running (sprinting) very difficult so there is no problem with that either.

I do however agree that there are certain things in pathfinder that should not be possible. Example: primitive muzzleloaders firing 3 shots per round at level 6 in the space of 6 seconds.

- Gauss


all fair points.


Gauss wrote:
however agree that there are certain things in pathfinder that should not be possible. Example: primitive muzzleloaders firing 3 shots per round at level 6 in the space of 6 seconds.

Is the rapid-fire primitive muzzleloader any more impossible than gargantuan fire-breathing flying lizards who are smarter than Albert Einstein?

No? Then let the gunslinger have his fun! ^^

I think 6sec/round is a good enough approximation, as it makes calculating the duration of effects that last X-minutes-per-level a lot easier.

And okay, shooting 6 arrows every 6 second against moving targets in the middle of combat and still hit most(maybe even all) of your targets may be impossible... for us, real people, who are at best 2nd level commoners, experts or warriors...

A 11th level fighter? A man so powerful that he can (supposedly) beat a tyranossaurus or a Bone Devil all by himself? That is very possible.

Remember: Captain America is 5th~6th level. Hercules is about 8th.


Lemmy, gargantuan fire-breathing flying lizards can do that due to magic. rapid-fire primitive muzzleloader is not using magic. At no point in the history of firearms could a primitive muzzleloader be fired that fast. I have NO problem with magic being used to do that. I have a significant problem with a 3rd level musket user firing 2shots in 6seconds. The best musketmen in the world only managed 1shot in 20seconds.

- Gauss


At no point in the history of firearms were they used by a 10th-level gunslinger. Probably not even by a 6th level character! Who knows what kind of skill such character has!

And dragons don't need magic to fly. Or speak. Or... you know... being ageless lizards who breath-fire and are absurdly intelligent.

A low-level rogue inside a completely empty 10x10x10ft cell could take a fireball in the face and still escape completelly unharmed.

Hah! A mid-level monk has at least a 5% chance of surviving a nuclear explosion at ground zero! Not even radiation would harm them, as monks eventually become immune to poison and disease.

Why should casters have all the fun? I say we let everyone do fantastic stuff as long as their level is high enough.

Shoot that firearm 10x in 6 seconds! Trip that gargantuan creature! Sunder that mountain! That's what legends do!

One of the causes of the "martials-can't-have-nice-things" problem is the fact that people insist in restricting mundane characters to a notion of realism that does not make sense above 4th~5th level.


1 shot in 20 seconds? Sounds believable. But not fun in a fantasy RPG. I would have been fine without any firearms in the game, but they're here, so we can let them have their fun too.


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Lemmy wrote:

And dragons don't need magic to fly. Or speak. Or... you know... being ageless lizards who breath-fire and are absurdly intelligent.

While it is true they don't need magic to fly or speak, they do need magic to breathe fire. Breath weapons are Supernatural abilities (Su), and as such go away in anti-magic fields. They are magical in nature.


Jeraa wrote:
Lemmy wrote:

And dragons don't need magic to fly. Or speak. Or... you know... being ageless lizards who breath-fire and are absurdly intelligent.

While it is true they don't need magic to fly or speak, they do need magic to breathe fire. Breath weapons are Supernatural abilities (Su), and as such go away in anti-magic fields. They are magical in nature.

I didn't say breathing fire... I said "being ageless lizards who breath-fire and are absurdly intelligent."

the simple fact that they are ageless lizards who breath fire and are absurdly intelligent is already much more fantastical than shooting incredibly fast with an old firearm.


Lemmy and Ciaran, I think you misunderstood my point. My point was not a call to nerf gunslingers because they fire too fast. My point was that there is no problem with a 6second turn as related to movement but there are other things that occur too fast in a 6second turn (such as firearms).

Lemmy, a 3rd level Musket Master can fire 2 shots per round. 1shot every 3 seconds. Historically the best in the world could only pull off 1 in 20seconds. I happen to shoot muzzleloaders. I think it is rediculous that they shoot that fast. I think PF could have gone a completely different route. (I would have used the Dead Shot mechanic as the base mechanic without charging deed points.)

Ciaran: I would have been fine either way. I think firearms are fine, I think the implementation is flawed (both in the extremely high damage that is done and in concept).

- Gauss

Liberty's Edge

Some of the fastest guys in the NFL run 40-yard dashes around 4.4 (on average)seconds. That's 27.27 feet per second.

Even the offensive and defensive linemen (based on the results of the 2012 rookie combine)can run 40-yards in about 5-5.5 seconds.

There's also a sense of time dilation that occurs during times of stress or intense activity. 6 seconds during a football play or karate sparring match (watch a kung fu movie with a stopwatch sometime) feels like an eternity. There've been an armload of papers written (by real scientists, no less) that examine this phenomenon.

Considering all the things those players do in 6-8 seconds (the average length of a play, depending on the source), and that time dilation thing, Pathfinder's movement rates and the length of a round is pretty acceptable in my book.


We are in agreement that it is flawed. But we could simply decide that the fantasy guns operate more easily than our real world counterparts.


Ciaran, I am fine with that too. Admittedly I am not fine with the high dpr but that is another discussion.

- Gauss


Gauss wrote:

Ciaran, I am fine with that too. Admittedly I am not fine with the high dpr but that is another discussion.

- Gauss

Gunslingers are primarly a damage dealing class, if they aren't even in the ballpark of other damage dealers then why would one ever play them?


Torquar wrote:
Rynjin wrote:
I don't think it's too short. If you were in good shape (and any adventurer will be) you could leg it 30 feet in 6 seconds and have time to smack a guy probably.
But could you shoot 6 Longbow arrows?

That would require a heroically high BAB combined with the Rapid Shot feat or a Haste spell. I don't think anyone like that should be compared to real life examples anymore than the monk that can run 50mph and jump 22 yards or the barbarian that can break stones by headbutting them.


Gauss wrote:

Lemmy and Ciaran, I think you misunderstood my point. My point was not a call to nerf gunslingers because they fire too fast. My point was that there is no problem with a 6second turn as related to movement but there are other things that occur too fast in a 6second turn (such as firearms).

Lemmy, a 3rd level Musket Master can fire 2 shots per round. 1shot every 3 seconds. Historically the best in the world could only pull off 1 in 20seconds. I happen to shoot muzzleloaders. I think it is rediculous that they shoot that fast. I think PF could have gone a completely different route. (I would have used the Dead Shot mechanic as the base mechanic without charging deed points.)
- Gauss

I see your point, but that's the thing...An elite shooter whos is among the top 5 best firearm specialist in the real world is probably a 5th level warrior (with NPC attributes)... Maybe a 3rd level gunslinger? I dunno, something like that.

I do not doubt your proficiency and skill with firearms, I just doubt you (or any real person that ever existed!) is higher than 6th level.

Who knows, maybe if an elite shooter became immortal somehow and was capable of reaching the skill level of a legendary character (such as Hercules, Achiles, Siegfried and other mythical heroes), he could be capable of shooting 10x times with a musket. He'd be able to use, reload and shoot antique firearms in ways we can even fathom, because we're not even close to being skilled enough.


Lemmy, I would also say that nobody has ever been higher than level 6. So what can a level 1 gunslinger do? He can fire 1shot every 6 seconds with a primitive rifle. That is over 3 times faster than the best trained shooters in history. So right off the bat we have to pretend these guns have nothing to do with history. NP I can live with that.

What bugs me more is that a properly built musket master can out dpr just about anything inside 40feet.

Mechanically it is just not that sound imo.

-Gauss

P.S. While I do shoot them I do not claim any great skill with muzzleloaders (or recurve bows for that matter). However it does not take great skill to study history. :)

Scarab Sages

Gauss wrote:

Lemmy, I would also say that nobody has ever been higher than level 6. So what can a level 1 gunslinger do? He can fire 1shot every 6 seconds with a primitive rifle. That is over 3 times faster than the best trained shooters in history. So right off the bat we have to pretend these guns have nothing to do with history. NP I can live with that.

What bugs me more is that a properly built musket master can out dpr just about anything inside 40feet.

Mechanically it is just not that sound imo.

-Gauss

P.S. I do not claim any great skill with muzzleloaders (or recurve bows for that matter). However it does not take great skill to study history. :)

It sounds like you have more problems with the gunslinger and less with the actual '6 seconds per round' thing.


Karui, I never claimed to have a problem with 6second rounds. In fact I was initially refuting the ops movement related problem with 6second rounds. Then I stated that I did have a problem with certain things being allowed such as firearms. We have been on that tangent since.

- Gauss


Gauss wrote:

Lemmy, I would also say that nobody has ever been higher than level 6. So what can a level 1 gunslinger do? He can fire 1shot every 6 seconds with a primitive rifle. That is over 3 times faster than the best trained shooters in history. So right off the bat we have to pretend these guns have nothing to do with history. NP I can live with that.

What bugs me more is that a properly built musket master can out dpr just about anything inside 40feet.

Mechanically it is just not that sound imo.

-Gauss

Fair point.

I'll just add that I like gunslingers, but I hate PF's firearm mechanics. Isn't it fun how no armor can protect you from gunfire (even a adamantine golem is easily pierced) but dodging bullets is actually very doable?

Hey, maybe those kevlar vests used by cops and the military are actually Belts of Incredible Dexterity?

It'd make more sense if it targeted flat-footed AC, but that would make it too good for any character with sneak attack. So why not simply make it use the same rules as a crossbow instead of making firearms the worst weapon ever (unless you're a gunslinger, in whiche case they become the best weapon ever).


^Lemmy, there's a reason why plate armor and such fell into disuse. It was utterly worthless even against early firearms.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Not entirely true.


Rynjin wrote:
^Lemmy, there's a reason why plate armor and such fell into disuse. It was utterly worthless even against early firearms.

Actually, I'm pretty sure armor and firearms shared the battlefield for a somewhat long time. But those "bullet-proof" armors were very expensive, while firearms were relatively cheap and easy to use.

But even if that's not the case, tell me how a random iron bullet (or lead... or steel... or silver... or whatever) completely ignores adamantine armor!


It would be nice if fire arms were slower had a significant advantage when the shooter is left ignored. As is, it might as well be just another fighter wailing on his enemy until it dies (although the extra class features are nice).


Rynjin wrote:
^Lemmy, there's a reason why plate armor and such fell into disuse. It was utterly worthless even against early firearms.

Armor fell into disuse because it cost too much. Its much cheaper fielding mercenaries or conscripts armed with firearms than to field heavily armored soldiers.

At anything longer than point blank a musket ball has a hard time penetrating plate. A riffled barrel can help extend the effective range, but those were slower firing until the invention of ammo that could be loaded quicker (minie ball? I don't recall exactly)

http://www.allenantiques.com/Armour-Suits-ForSale.html Shows a good example of a breastplate with the proof mark right in the center of it. A quick google search shows other 17th century examples.


Lemmy wrote:
Rynjin wrote:
^Lemmy, there's a reason why plate armor and such fell into disuse. It was utterly worthless even against early firearms.

Actually, I'm pretty sure armor and firearms shared the battlefield for a somewhat long time. But those "bullet-proof" armors were very expensive, while firearms were relatively cheap and easy to use.

But even if that's not the case, tell me how a random iron bullet (or lead... or steel... or silver... or whatever) completely ignores adamantine armor!

Actually thats really easy. Conservation of momentum.

Consider the speed of a bullet compared to that of an arrow.

First a musket ball averaged about .06897 lbs. I don't know much about the arrow weight measurement system but lets give it some leeway and call it .2 lbs.

Reading up we see that studies have been done on arrow speed between 220 and 280 feet/second. We'll take the high end of that for 280. Numbers I found for musket muzzle speed were aproximately 420 m/second (* 10/3 ft/m) 1400 ft/second.

Aka your bullet is given leeway 1/3 of the weight but traveling 5 times the speed. even with that tiny bullet its gonna knock you on your ass.

Further consider that the stress on a material is not directly proportional to velocity. Stresses caused by impact go up by an exponential amount of the speed. So speed> mass in terms of impact force. aka even if your armor stops the bullet you're gonna feel like you just got hit by a freight train because your armor just stopped a bullet. All that momentum had to go somewhere.

I'm not an expert here but this is my take given a background in mechanics of materials and dynamics.


I'm just guessing here... But if the bullet is made of a softer material than the armor, shouldn't it be damaged instead of the armor? Or just ricochet?

We see that happen in real life. We have vests that can stop bullets. And tanks that pretty much ignore firearm from many modern firearms!

And not one of those things is made of adamantine, a fanstastical metal who is supposedly one of the hardest substances in a fantasy world!


Lemmy wrote:

I'm just guessing here... But if the bullet is made of a softer material than the armor, shouldn't it be damaged instead of the armor? Or just ricochet?

We see that happen in real life. We have vests that can stop bullets. And tanks that pretty much ignore firearm from many modern firearms!

And not one of those things is made of adamantine, a fanstastical metal who is supposedly one of the hardest substances in a fantasy world!

1. Both things are damaged per Newton's third law. Any force impacting one will impact the other. Regardless of whether the bullet is destroyed or not the armor still takes the full force.

2. Most armors nowadays don't rely on one plate auto stopping a bullet. Even medieval shields didn't do that. You try to deflect and slow the bullet. Because taking it down 1/5th of its speed at a time is a lot easier than from full to nothing.

3. Tanks don't ignore firearm damage. Even ones that should supposedly be impervious take minor damage due to overheating if they're too strong for the bullets to deform them. Basically the force has to go somewhere and when it impacts the tank it changes to stress energy. At this point 1 of 2 things happen.

a. the tank deforms from the force leaving a residual stress in the shell

b. the energy converts directly into heat which will often with faster firing firearms mean deformation of the shell from overheating anyways.

Edit: oh and if it richochets the force the tank takes would actually increase because its now not only having enough force exerted on it to cause the bullet to come to a dead stop, its given that amount + the force to cause the bullet to go in the opposite direction.

Basically F=ma. If your bullet changes velocity from 1400 to -1400 (1400 ft/s in the opposite direction) The force on it actually has to be twice as high as 1400 to 0. By Newtons third law then the tank has to experience an equal and equivalent force.


Yay science!


Thanks for the great post, TL, it makes a very interesting read.

That said:

The force is obviously the same on both objects, but it affects one to a much lesser degree? Right?
Like you said, tanks take minor damage from bullets, while said bullets are probably destroyed on impact, right?

And those tanks are not made of adamantine. And those guns and bullets are much more powerful than the ones commonly seen in PF games, right?

So, anyway, a bullet should not be capable of completely ignoring armor. Unless said armor is made of wood or something like that.


Lord Phrofet wrote:
The welsh longbowmen could fire a little over 15 arrows a minute and this was with a 90lb+ bow and accurately hit a target at over 200yrds. So this would equal to about 2 arrows a round without magical support. And as notabot mentioned by the time you can really do those whole 6+ shots a round you can also swim thru lava and contact beings from other planes and bend them to your will so with definitely entered into the realm of "fantasy" by that point.

15 arrows a minute is not 2 arrows a round. 20 arrows a minute is 2 arrows a round. A first level human warrior (bargain basement archer recruit) can fire 2 arrows a round. 33% more than welsh longbowmen. Massed archery does not require firing into melee and welsh archery emphasizes strength and heavy draw weights so rapid shot is higher priority than deadly aim.

To hit accurately at 200 yards implies a character substantially beyond first level. 6 range increments is -6 to attack rolls even with far shot. An archery target is a stationary medium object designed to not deflect attacks and therefore has 5 AC. If accurately is taken to mean all non-fumble arrows are on target the archer must have a +9 attack modifier.

There are two possibilities. A warrior with the standard array will have a 13 in the highest stat with a floating +2 because the welsh are human. A +1 at 4 HD gives a +3 stat mod, leaving +6 to come from other sources. Thanks to weapon focus we can just barely avoid having enough BAB to have iterative attacks. He has 4 feats. Point Blank Shot, Far Shot, Rapid Shot, and Weapon Focus: Longbow.

A fighter will have the elite array for 18 as the highest possible dexterity at 4 HD and can therefore accurately hit an archery target at 200 yards at level 4. He has 6 feats. The same as the warrior and an additional two to be determined.


Lemmy wrote:

Thanks for the great post, TL, it makes a very interesting read.

That said:

The force is obviously the same on both objects, but it affects one to a much lesser degree? Right?
Like you said, tanks take minor damage from bullets, while said bullets are probably destroyed on impact, right?

And those tanks are not made of adamantine. And those guns and bullets are much more powerful than the ones commonly seen in PF games, right?

So, anyway, a bullet should not be capable of completely ignoring armor. Unless said armor is made of wood or something like that.

"Damage" is a function of stress. Every material has 2 stresses a yield stress and for lamence terms a failure stress. At yield stress the material will deform, permanently weakening it.

That said the stress on a material is caused by the amount of force and the shape of the thing (ie shape, thickness, size, etc) its affecting. The thicker something is the less stress it will generally be taking. More circular shapes take less stress than ones with more corners even with the same material and the same size.

Aka the bullet is destroyed because its tiny and you're putting all that force. Basically it overcomes the materials failure stress and the thing shatters. The tank however is much larger and designed so that the walls will take less stress. so its not damaged.

No I agree it shouldn't ignore armor, but in general I would treat armor more as DR because if you've ever been hit with a blade while in armor or anything that matter, you still feel the impact. This is less of a shortcoming of the guns and more that armor does not correctly simulate real life. Frankly they should just be high damage with the same idea of having to hit people in general and armor should be reduction to damage. So striking someone in platemail hurts less than striking someone full out.


So it took you 3 (admitedly interesting) posts to basically say we agree?

Heh... Gotta love the internet...

I think giving firearms the same mechanics of crossbows woudl be good enough. But every RPG designer wants to give firearms their own unique mechanics and amazing advantage. Then, in order to make it balanced, they adds some stupid drawback. In the end, all we get are clunky mechanics that do little more than needlessy complicate the game.

And all that could be easily avoided by giving firearms the same mechanics as "similar" ranged weapons, such as crossbows, but with different attributes (maybe a higher critical multiplier, or larger base damage die).

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