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Which is longer? One turn or one round?

Total noob question, even though I'm a BG vet, I haven't played in a while. What is longer, a turn or a round? I know one of them equals 10 of the other but don't know which. I ask cause I'm rolling a cleric of lathander and want to use command to drop an enemy Mage so they can't fear and drop me. If 1 round is 10 turns, then I'm golden but if 1 turn is 10 rounds, then it's basically a spell disruptor. Help me out plz, thanks.

Comments

  • TJ_HookerTJ_Hooker Member Posts: 2,438
    edited July 2013
    1 turn is 10 rounds. So Command will only knock someone out for 6 seconds (assuming you're playing at 30 FPS).
  • blazeheroicblazeheroic Member Posts: 37
    That's what I thought, so command is primarily a disruptor then?
  • TressetTresset Member, Moderator Posts: 8,268
    Wait till you get greater command in BG2.
  • CaptRoryCaptRory Member Posts: 1,660
    Command is incredibly useful. It doesn't last long. But, your guys basically get free hits while he's down. And it casts super-fast so you can interrupt spell casting with it. And in any fight against just one person, it acts like an I Win button.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited July 2013
    Yeah, anything less then 7HD (which includes most generic monsters) doesn't get a save to avoid the effect either. And even vs 7 and above, it has no bonus making it reasonably effective even without save debuffs, all the way up to the end of ToB (kind of funny watching Yaga-shura get floored and curb-stombed in 1 round due to a 1st level spell).

    Command is best used either to interrupt a REALLY nasty spell or once your melee get into range so they can auto-hit with all their attacks until the target can get up...either outright killing or heavily wounding them. (the auto-hit applies to ranged attacks as well, so it's a massive physical attack damage increase, since even a dart chucking mage can put out impressive damage if thac0 isn't a concern).
    Post edited by ZanathKariashi on
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