08-29-2022, 06:36 AM
A strictly enforced 1 minute per action rule would create a massive gap between those who coordinate OOCly via voice communication/outside channels and those who don't.
I don't think forcing people to mechanically play faster is an ideal solution. It creates this weird situation where you're encouraged to play as fast as possible to limit how much your opponent can think and in that same vein, even RP at you. It makes sense in a competitive environment but SL2's PvP is a facet of the RP and, as far as I'm aware, is meant to facilitate roleplay more so than how badly you can beat people up. Encouraging and rewarding fast play just enables munchkins and punishes those who aren't as well versed in the system to quickly read the battle and make the optimal play.
PvP shouldn't be taking multiple hours to resolve of course. I feel like a good compromise would be setting an upper limit to how long one mechanical fight can go on for in terms of OOC time, if those involved wish to have a limit. This can allow for parties to account for players who aren't OOCly coordinated or aren't well versed in the game to still enjoy themselves while not creating a situation where a fight may take upwards of 3 or more hours, by agreeing to end the fight at a predetermined time.
In general deliberately stalling shouldn't be allowed, regardless of how long the turn timer is, though defining it and proving it is rather difficult. So long as people aren't actually building DH/MG Redtails with Skyburns whose sole purpose is to maximize their turn time, we're probably fine, but if someone IS doing you dirty just call a GM to watch and catch them in real time.
I don't think forcing people to mechanically play faster is an ideal solution. It creates this weird situation where you're encouraged to play as fast as possible to limit how much your opponent can think and in that same vein, even RP at you. It makes sense in a competitive environment but SL2's PvP is a facet of the RP and, as far as I'm aware, is meant to facilitate roleplay more so than how badly you can beat people up. Encouraging and rewarding fast play just enables munchkins and punishes those who aren't as well versed in the system to quickly read the battle and make the optimal play.
PvP shouldn't be taking multiple hours to resolve of course. I feel like a good compromise would be setting an upper limit to how long one mechanical fight can go on for in terms of OOC time, if those involved wish to have a limit. This can allow for parties to account for players who aren't OOCly coordinated or aren't well versed in the game to still enjoy themselves while not creating a situation where a fight may take upwards of 3 or more hours, by agreeing to end the fight at a predetermined time.
In general deliberately stalling shouldn't be allowed, regardless of how long the turn timer is, though defining it and proving it is rather difficult. So long as people aren't actually building DH/MG Redtails with Skyburns whose sole purpose is to maximize their turn time, we're probably fine, but if someone IS doing you dirty just call a GM to watch and catch them in real time.