David knott 242 |
I am pretty sure that the two actions per round that make an Exploration phase activity fatiguing do not include the single move action that you need to take in order to be "exploring" rather than "staying in place".
And if you are "staying in place", you can do things that use up more actions (such as casting a spell with a 10 minute long casting time) without becoming fatigued.
Gaterie |
is there an actual point in the playtest since everyone is actually using his own personal set of rules?
And if you are "staying in place", you can do things that use up more actions (such as casting a spell with a 10 minute long casting time) without becoming fatigued.
The game doesn't state how many actions per round you have to spend to cast a 10-minute-casting-time-spell. From what I understand, you spend two actions total, and if the encounter mode starts the game throws an exception.
There's a rule saying "Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions", but... Seriously, if the designers don't care about the rules, why should we?
Davick |
Davick wrote:Fuzzypaws wrote:That is incorrect.Any activity requiring two actions per round is fatiguing per the exploration rules.
I mean, you can want what you want and I agree it shouldn't, but:
Page 329 wrote:A fatiguing tactic is typically composed of actions at a quicker pace, such that the character takes roughly 20 actions per minute (for hustling, that’s 20 Stride actions). Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions.So yeah, 2 actions per round in exploration mode means fatigue.
Read the previous part of that very sentence in your bolded quote.
Mathmuse |
Fuzzypaws wrote:Read the previous part of that very sentence in your bolded quote.Davick wrote:Fuzzypaws wrote:That is incorrect.Any activity requiring two actions per round is fatiguing per the exploration rules.
I mean, you can want what you want and I agree it shouldn't, but:
Page 329 wrote:A fatiguing tactic is typically composed of actions at a quicker pace, such that the character takes roughly 20 actions per minute (for hustling, that’s 20 Stride actions). Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions.So yeah, 2 actions per round in exploration mode means fatigue.
Saying "read the sentence" when someone has quoted the sentence leaves us guessing. Are you pointing out a word that we overlooked? Do you interpret the sentence differently from the other person because of regional differences in English?
My guess is that Davick is pointing out the word "typically." The GM can make a ruling that an activity does not fit the pattern described in the rule, so that the rule does not apply. For example, I could imaging creating a rule that a single half-speed Stride action, such only 12.5 feet for a human during non-grid movement, does not count toward fatigue. Or a rule that Recall Knowledge is not fatiguing, for when the character is busy conducting library research and comparing a tome's material to his inner knowledge.
However, riding is a typical activity, so it would not ordinarily be an exception to the rule. We need a clearer exception.
Why would anyone even defend at half speed when he could defend without fatiguing at 90% of the speed?
Why would anyone hustle when he could just wander quickly at 190% of the speed?
The rules say you have to spend half your time doing non-fatiguing tactic. Raise a shield + stride is fatiguing. How can you possibly move at 90% speed without fatigue?
Because fatiguing requires to use 20 actions in 1 min over 10 min (if interpreted as strictly as you did earlier). Move 9 times per minute raise shield 10 times per minute 19 actions. Not fatiguing.
The rule said, "roughly 20 actions per minute." 19 actions is roughly 20 actions. For extra clarity, page 329 also says, "To determine which tactic applies, use the following guidelines. A tactic like wandering or sneaking, which doesn’t cause fatigue, consists of a single action repeated roughly 10 times per minute (such as sneaking using Sneak 10 times) or an alternation of actions that works out similarly (such as searching’s alternation of Stride and Seek)."
DerNils |
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To clarify my troubles, the examples are already going against what I would have ruled naturally. That makes it hard for me to come up with Tactics in the same vein.
I would never have ruled for sneak and seek or steal to be fatiguing tactics, so I have no idea what the ruling on riding or any other of the 1000s of possible Exploration Tactics should be.
David knott 242 |
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is there an actual point in the playtest since everyone is actually using his own personal set of rules?
David knott 242 wrote:And if you are "staying in place", you can do things that use up more actions (such as casting a spell with a 10 minute long casting time) without becoming fatigued.The game doesn't state how many actions per round you have to spend to cast a 10-minute-casting-time-spell. From what I understand, you spend two actions total, and if the encounter mode starts the game throws an exception.
There's a rule saying "Any tactic involving spellcasting causes fatigue after 10 minutes even if it doesn’t take as many actions", but... Seriously, if the designers don't care about the rules, why should we?
More to the point, there is an obvious flaw in the Exploration mode rules as they are stated in the playtest rules. Nowhere do they mention that the party is moving, but clearly they must be moving for normal Exploration mode to work at all. All I am adding is a suggestion that this unmentioned move action should matter, and that we have an as yet undefined case where time is passing at the same rate as in Exploration mode but the party is not moving or exploring.