^ I just feel like this means that all combat = rocket tag. And, I don't mean "all combat among optimized people." I just mean fighting. Especially once you get to say 7th level or so where save or suck effects become common. Charm Person = rocket tag. Web = rocket tag. Grapple = rocket tag.
That is exactly the point. All combat in D&D moves quickly, therefore all combat in D&D is rocket tag and anyone claiming otherwise is wrong.
This is a bold assertion (and the tone is kind of dickish, but I'll chock that up to it being the internet). But, here's the counterargument. Name a SINGLE game, any one, any RPG that does not fall into your extremely broad definition of rocket tag. B/c, as far as I can tell, you define "rocket tag" as "doing something that hampers, disables, or otherwise discomfits the enemy." Where we come from, we call that "fighting" or "conflict" or "combat."
If a term is of that general application then I submit you're probably misusing it. Or, it's been emptied of any real meaning. Suffice to say that I think most people would think the term rocket tag is more specific than that.
And, at this point, we're not even talking about fast-paced combat. You could conceivably be trading these sorts of actions, where each side trades negative effects and mitigating abilities, for quite a long time. Take the Glitterdust and Black Tentacles examples. They have the potential of shutting someone down. And, especially with Glitterdust maybe, you can then kill them at your leisure. But, suppose the enemy has lots of ways of getting out of it, e.g., Freedom of Movement or Teleport. Or, in the case of Glitterdust abilities to remove or cope with blindness (e.g., lots of area effects).
Then what happens? What you've done is you've traded an action to try and disable them, and they will usually take an action of some sort, often but not always a standard action, to counter, respond, or mitigate it. Now, it's the case that can be useful, as Tiltowait notes if you grab a bunch of enemies with it then you're out ahead in the action game. Although, in such instances, you're usually way behind on it anyway b/c there tend to be a lot of enemies.
And, especially when D&D is a game built around limited resources. There's a lot of resource attrition. So, yeah, depending on the situation, you might not even be that fucked if you spend 2 actions to their 1 to recover. This depends a lot on the encounter and so on. My 14th level warblade doesn't worry much about the 50 1st level orcs surrounding him, even though they've clearly one the action economy game.
Point of Clarification: I am emphatically
not claiming that rocket tag does not exist. Nor am I not claiming that it is common, perhaps ubiquitous in D&D. All I am trying to point out in these posts is that I think it's been defined too broadly. And, in a way that does not really track what we want to put our fingers on with the term. I sketched a definition that I thought was more apt in my previous post.
Comment about Character Construction: I find it much easier to build parties that are hardened against rocket tag than Tiltowait claims. At some point I need to put the build stubs of the parties in games that I play in my sig or something as I find myself referring to them a lot. Our parties have our strengths and our weaknesses, but it's the case that some "rockets" don't work against some characters, and that we tend to have ways of recovering from others. The wizards avoid the will-based rockets, for instance, 90% of the time, but they are vulnerable to the straight damage ones. Stuff like that.
It is among my biggest complaints about D&D that building such parties and characters requires a fair amount of op-fu. You need to make sure your saves, at least the ones you want to be good at, are high enough, buy some of the right gear, make sure someone can take up condition removal duty, and so on. All that is not well-articulated in the game books, and requires a lot of attention both in party construction and at the gaming table.