Quote:
Originally Posted by RobW
... But if you want a realism argument, it is psychological law that more difficult actions take longer to plan and are slower to execute. Fitts Law is an example. Trying to hit a small target is both harder to do and slower to execute than trying to hit a large one. I'd be happy if range penalties did slow you down, that would make perfect sense IMO. Shooting at a distant target, you will be naturally slower. Deliberately speeding up will make you even more inaccurate.
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I think this is a fairly reasonable realism argument, and as kjamma4 wrote, there is an interesting/fun aspect to having more sequence effects of adjDX modifiers.
Usually I choose in favor of realism and interesting/fun things, and am happy to do more work to get those things.
However in this case there really is a big impact on potential play complexity, which increases very steeply with the number of figures (especially with ranged attacks, aimed shots, etc) in a combat (and I like running large combats). If everyone acts on their base adjDX, it's very clear what order everyone goes in: at their base adjDX. But if adjDX affects turn sequence, then the number of points at which each figure might act can be multiplied to the point even I can't always keep track of it, even using the house rules I mentioned above.
What I do to mitigate it though is as the GM, go through in order of base adjDX asking who wants to do something. It is then the responsibility of the players to intervene if they can actually go sooner due to some DX bonus. Figures act if they have the highest adjDX of the figures who have announced they want to act at that point. If we get down to adjDX 11 and someone realizes they could have acted at adjDX 14 if they stabbed someone on the ground, they can act before the other adjDX 11's, but not before people whose actions we've already resolved.