Hopefully a simple question about the length of each turn in the game. I was playing through Moonsea last night ( yippeee, the Elventree bit now works!) and came across a group of hostiles, along with my three henchmen. Maybe I was just impatient to get on but there seemed to be quite a few times in the ( lengthy) combat where I was just sitting waiting for someone to hit someone else. For a brief moment I thought peace had broken out . . .
So, my question ( and I suspect I know the answer) is - is the 6 second action timing hard coded or can it be changed ? Iâm already using a slightly shorter rest and it struck me that 4 seconds might be nice for someone as lacking in patience as myself, and speaking as one who had to field the questions from a young games class as to why nothing was happening!
In the back of my mind Iâm thinking that haste might do something like that so would it be possible to haste everyone in the module?
Not being a D&D person or proficient in the technical side I can appreciate that most might not want to change anything so iâm really just asking if it would be possible.
I think the round length of 6 seconds is hard coded. This is very unlikely to be a script problem. With lower level characters and baddies each getting only 1 attack per round it can be (or at least look) slow.
I wasnât suggesting there was something wrong, just wondering if there was a way of reducing the time with nothing happening. When i saw that the rest time could be altered I wondered if the same were true of combat.
Thanks again folks. Interesting suggestions. I think @meaglynâs conformation that the round length is indeed hard coded is an end to that line of enquiry.
Any thoughts on the possibility of using a global haste command (through a script?) to increase the amount of action in a round which would have the same effect of increasing the action?
Adding attacks through scripting (above) would be for physical attack, for NPCs and henchmen you can just give them items with haste, or put it on their hides.
For PCs just give them haste on their hide as well.
Haste would give two actions per round, attacks and casting.
A global increase? Something that affects all creatures? Always?
That wouldnât be easy. I can think of a heartbeat script, which applies the âEffectModifyAttacksâ or any other effect to to the player character(s) and their companions/familiars/pets while any NPC gets it via onspawn script.
I think you answered it. Yes, I was just looking for an easy single command/script that would basically do away with or drastically curtail the 6 sec pause for turns for everyone, always. I appreciate that is probably anathema to long time D+D players but being a wannabe Gen Z ( although comfortably missing it by over 50 years! ) I find some combat taking far too long. I currently use a mod to reduce resting to 2/3 secs and quite like it.
That would not be easy and I doubt that the results would be good. I think, it is boring to watch a one by one duel on low levels where the PC is always stepping to the side after each attack (these sidesteps I hate most), but consider the situation that the PC (low level) is surrounded by a horde of RATs. The engine seems to execute the attacks for every creature one after the other, which takes itâs time and a round might be even longer than 6 secs. Now think of adding an extra attack to each creature in this scenario. This would be an huge impact on the balance!
So, my suggestion is, to add an extra attack on the PC and make the mobs a bit stronger. This should shorten the combat a bit down. (I did something like this in my module Bloodfeud)