39 minutes ago, Aramur said:Many rules simple don't make any sense if you have a minute worth of actions.
1. You don't always have a minute. Combat rounds take the time that is required by the narrative, which is informed by the dice results.
2. Combat is frantic and fast-paced, and yeah Quick Draw can make tons of difference! It's still a maneuver to draw a weapon, no matter how long narratively the combat round is. And maneuvers are often invaluable. This is what make a Gunslinger a fantastic grenadier. Two free weapon draws per round, the ability to put two grenades in two different places at a minimal difficulty.
52 minutes ago, Aramur said:GM: "You take the grenade and while moving from cover to cover and avoiding crossfire and lob it towards the Stormtroopers"
Player A: "No I don't, I'll take the risk of getting caught by a shot and use the extra time to lob three more grenades. That is what my character would do. Death or glory!"
GM: "...Are you sure?"
PC 1: "Yeah, I just stand up and start lobbing grenades."
GM: "Okay, you take several blaster bolts to the chest. You are down and unconscious, with an Average critical injury. Ji'im, you're up! You just saw Grudo stand up and get mowed down by the intense blasterfire. What do you do?"