So, how exactly do you choose your armor AFTER you encounter an opponent?
Didn't you just argue in your previous post that armor considerations were logistics, not tactics?
Please, make up your mind.
Yup, and those choices consist of, for non-casters anyway, move up and attack or use a ranged weapon. After you've made that choice, you're going to pretty much do exactly the same thing round after round until the bad guys fall down.
No, those are the things
you're going to do round after round - I'm going to grapple, overbear, parry, move to flank, gain the high ground, set a weapon against a charge,
et cetera,
et cetera, just like it says in the rules of the game.
And with its mind-bogglingly vast array of feats and class abilities, guess how 3.
x resolves all those tactical decisions the players make on behalf of their characters? (Hint: it involves throwing a d20 and reading the number.
Plus ça change, plus c'est pareil.)
And what do those rules actually say?
They say what's written in my post on theRPGsite: "Do I parry an attack, applying my strength bonus as a penalty to my opponent's roll?"
Umm no, I'm not ignoring anything. Look in the Monster Manual under every single entry you just listed.
Only two of those encounters - brigands and caravan guards - come from the
Monster Manual; the rest are non-player characters made using the rules for classes in the
PHB or the rules for zero-level humans in the
DMG.
What is their Dex modifier? Oh, right, they don't have one.
In the examples which come from the
MM, either they don't have one or it's rolled into their armor classes.
Sure, if you ignore the monster manual and build every encounter with NPC's, then, yes, they will have Dex scores. Completely at odds with the DMG wandering monster tables, for example, which include only a small percentage of NPC's, but, quite possible.
Because the only encounters anyone should ever have must come from the wandering monster tables in the
DMG? Could you please tell me where I would find
that rule?
You list a number of options, few of which actually apply AFTER an encounter begins and then claim a shopping list of tactical options for a system that is pretty much entirely abstract.
Six or seven paragraphs of that post describe actions which may be taken during combat.
And please, could you point me to a roleplaying game that
doesn't abstract the physics of the game-world? I'm starting to feel deprived that
Flashing Blades only gives me the option to parry, instead of giving me the choice between a lateral parry from
quarte to
sixte versus a circular parry counter-
sixte.
Hussar, for years now I've
literally quoted chapter and verse to you on the rules of 1e
AD&D in
post after
post after
post after
post after
post after
post, citing and explaining rules that you appeared to misunderstand or perhaps never learned, and now here we are again.
Here's something else I wrote in reply to you almost exactly four years ago.
"Look,
you didn't enjoy playing what you think of as 1e
AD&D - I think we all get that - but the game
you played, under a bit of scrutiny, bears little relationship to the game set out in the rules or the possibilities inherent in the adventures that you so vehemently and consistently deride.
Everyone is entitled to an opinion, but you repeatedly blur the line between your extremely negative opinion and objective fact, and you commit the common fallacy of conflating your own experience into some kind of universal experience shared by all.
Do you think it might be time - past time, really - to dial back the 1e hate a little bit? To recognize that while you didn't enjoy the game
you played as a kid, there was a lot - an awful lot, boatloads in fact - about the game that you never knew, or never took the time to learn?
Hussar, if you wrote something to the effect that you didn't care for the tactical options presented in 1e
AD&D, that you prefer the more abundant, more intricate tactical options of later editions to 1e, I wouldn't bat any eye - I might even
agree with you. When I decided I wanted to run a swashbuckling game, I toyed around with ideas for a number of systems; I considered
AD&D with the 2e supplement
A Mighty Fortress, but I rejected it because it didn't add anything which gave it the feel of swashbuckling - it still felt like the same medieval melee, but conducted with rapiers and matchlock pistols instead of bastard swords and battle axes.
I don't care if you like or dislike 1e or any other game; I'm not trying to convince you or anyone else that 1e is the 'best' edition of
D&D, because I simply don't have a dog in that hunt;
D&D is something I play once a year for a laugh with some gamer friends. I have no stake in the edition wars; I simply get tired of reading stuff that is proveably incorrect.
What I don't understand is why you repeatedly rip the game based on stuff that is just objectively, demonstrably wrong. If you wrote something to the effect of, "I think the tactical options in 1e are too close to their wargame roots and not fantastic enough for a fantasy roleplaying game," instead of, "There are
no tactical options in 1e
AD&D unless the DM says so," then you're on a factual basis with which no one can dispute.
And to everyone else, I sincerely apologize for this lengthy threadjack - it won't happen again.