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While this may or may not be a full answer, I wanted give some basis, especially since this is a wonderful yet unappreciated system: Any of the "create thing such that it always existed" or "remove thing from ever existing" effects in anima represent extremely powerful forces not commonly available to nearly anyone. I won't bank my reputation on this to say ...


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Sadly, my D&D books are in storage so I'm going off of memory here: In the Dungeon Masters Guide 3.5, there is a chapter dealing with other planes of being; one of those planes is the central plane around which all the other planes are arranged as though they are the spokes of a wheel. If I remember correctly, on this plane time flows differently from ...


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First of all, you don't need any rules precedent to integrate time travel into your campaign, as D.M. its your prerogative to add any feature into your world that you please. That being said, there is some precedent that is applicable in this situation! In the source book The Plane Above - The Secrets of the Astral Sea we get a direct, although short, ...


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Here is what I used to use (a long time ago when DMing AD&D!): When it feels like it's taking too long, start a countdown from 5. At the end they have to do something or miss their turn. I usually only start counting when they have their default idea already ('just hit em with a sword') and are weighing up alternatives, so in practice it's never a ...


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Yes, you're over-complicating it. There's no real hard-and-fast rule about exactly how long an action takes in Fate (or what it involves), so there's nothing to stop you from saying that you spend your turn studying your opponent, then shout "I know that fighting style!" as part of that same action to all of your buddies because talking is a free action. ...


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Fiction First Hi Marc. You are running into one of the differences between rules-first systems and fiction-first systems. Fiction-first means that the rules serve the story unfolding between the players: When something happens in the story that matches a trigger condition in the rules, the mechanics engage and the results feed back into the story. Outside ...



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