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Old 10-04-2021, 03:00 PM   #12
Calvin
 
Join Date: Jan 2014
Location: Calgary
Default Re: Making sense of jet and jet-like spells

Quote:
Originally Posted by Dinadon View Post
Which is just the lite rules for combat. The detailed rules on B.363 includes a more detailed definition of a turn, which is what most people go off of. And to emphasise the original post, there is no Round grouping the Turns. The slowest person doesn't somehow have less than a second to do things against some artificial limit. They have a second to do something before they can do something else.
I really didn't think this was going to be the main point of contention when I wrote this post.

Particularly since I'm not suggesting whatever it is people seem to think I'm suggesting about how long turns are. I'm not saying that there's some special grouping on top of everyone's turns, and whether or not there is such a grouping isn't really relevant. B324 says turns are 1 second long, and then B363 says it again in a little more detail.

My point, in its entirety, is that characters with ATR/Great Haste get twice as many actions in a second and it doesn't really matter when you start timing that second from. Flame Jet, lasting a second per maintenance period, should allow such characters twice as many attacks with the jet. A point which so far no one really seems to have argued with, instead arguing with an imagined version of how I think the length of a round is tracked.
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