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<blockquote data-quote="howandwhy99" data-source="post: 5990534" data-attributes="member: 3192"><p>Here's a few things from the How To packet...</p><p></p><p><u>My issues</u>:</p><ul> <li data-xf-list-type="ul">Carrying Capacity presumes phenomenal strength, this comes out during environmental interactions</li> <li data-xf-list-type="ul">Initiative is still d20, is modified, & presumes separate not team play as the only option</li> <li data-xf-list-type="ul">Disengage does not allow full movement so potential pursuit & evasion may begin</li> <li data-xf-list-type="ul">Fear, Frightened creatures no longer run away</li> <li data-xf-list-type="ul">Intoxicated is becoming something like a cursed Stoneskin</li> <li data-xf-list-type="ul">Melee spellcasting is now coming off as an action which includes parrying, like monk attack</li> </ul><p></p><p><u>Cool Stuff</u>:</p><ul> <li data-xf-list-type="ul">Dodge, good call putting total defense as an action </li> <li data-xf-list-type="ul">Slower recovery variants</li> <li data-xf-list-type="ul">Explicitly stating how line of sight is necessary for spell targeting</li> <li data-xf-list-type="ul">Any spells one cast are dismissible as a single action, but I'd list "Dismiss" under Combat Actions, and how many you could do at once.</li> <li data-xf-list-type="ul">Didn't notice last time that Spell Level was taken out of the S.T. DCs, good call.</li> <li data-xf-list-type="ul">Didn't notice optional ritual casting either, could be interesting.</li> </ul><p></p><p></p><p>One last little fiddly bit for anyone bored enough to want to read, regarding pursuit and evasion. </p><p></p><p>It used to be Withdraw was a double move to escape from combat and begin P&E with any opponent with the same movement rate. 30' vs 30' right? (or the old 120'/60') Small guys had it bad for this reason, but monks and barbarians ruled. A Withdrawal meant you could move around corners and so did double moving (which was technically a Run (x4) action as all combat movement was at a Hustle (x2)). However the combat was over as attack actions were generally no longer possible with both parties in full run. Except... Charge could still keep someone stuck in combat and out of P&E. But Charge also required a straight line the whole way because any environmental cover (a.k.a. corner) removed it as an option. Barbarians charging 40' was still a major PITA, but meeting one in an open field was bad new all around. Enabling means for characters to capably transition to P&E and yet still give them options to have a chance to stop foes from doing so is a major part of getting the Disengage and Charge move actions right. P&E was in rounds and not a dull affair in monster and trap-filled dungeons, but it did enable getting out of line of sight, hiding, locking a door or getting behind a similar blockade and ultimately the potential for escape. The encounter does not need to end when the combat stops, but combat rules need to be designed with an eye to any other game systems, which may be transitioned into out of them.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5990534, member: 3192"] Here's a few things from the How To packet... [U]My issues[/U]: [LIST] [*]Carrying Capacity presumes phenomenal strength, this comes out during environmental interactions [*]Initiative is still d20, is modified, & presumes separate not team play as the only option [*]Disengage does not allow full movement so potential pursuit & evasion may begin [*]Fear, Frightened creatures no longer run away [*]Intoxicated is becoming something like a cursed Stoneskin [*]Melee spellcasting is now coming off as an action which includes parrying, like monk attack [/LIST] [U]Cool Stuff[/U]: [LIST] [*]Dodge, good call putting total defense as an action [*]Slower recovery variants [*]Explicitly stating how line of sight is necessary for spell targeting [*]Any spells one cast are dismissible as a single action, but I'd list "Dismiss" under Combat Actions, and how many you could do at once. [*]Didn't notice last time that Spell Level was taken out of the S.T. DCs, good call. [*]Didn't notice optional ritual casting either, could be interesting. [/LIST] One last little fiddly bit for anyone bored enough to want to read, regarding pursuit and evasion. It used to be Withdraw was a double move to escape from combat and begin P&E with any opponent with the same movement rate. 30' vs 30' right? (or the old 120'/60') Small guys had it bad for this reason, but monks and barbarians ruled. A Withdrawal meant you could move around corners and so did double moving (which was technically a Run (x4) action as all combat movement was at a Hustle (x2)). However the combat was over as attack actions were generally no longer possible with both parties in full run. Except... Charge could still keep someone stuck in combat and out of P&E. But Charge also required a straight line the whole way because any environmental cover (a.k.a. corner) removed it as an option. Barbarians charging 40' was still a major PITA, but meeting one in an open field was bad new all around. Enabling means for characters to capably transition to P&E and yet still give them options to have a chance to stop foes from doing so is a major part of getting the Disengage and Charge move actions right. P&E was in rounds and not a dull affair in monster and trap-filled dungeons, but it did enable getting out of line of sight, hiding, locking a door or getting behind a similar blockade and ultimately the potential for escape. The encounter does not need to end when the combat stops, but combat rules need to be designed with an eye to any other game systems, which may be transitioned into out of them. [/QUOTE]
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