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15 Petty Reasons I Won't Buy 5e
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<blockquote data-quote="pemerton" data-source="post: 6325081" data-attributes="member: 42582"><p>Not for me. The issue of being "round purged" ie suffering in an attempt to achieve an action not because of any ingame phenomenon, but because of how it interacts with the initiative rules, is a real thing that has caused real issues at my Rolemaster table. It arises because movement and action are roughly continuous in resolution, but the split of the melee combat pool has to be declared at the start of each round, and remains constant over the round until redeclared. This means that when opponents are closing, whether or not someone is able to defend him-/herself sometimes depends on how the movement occurs relative to a declaration of attack/parry split, even though in the gameworld everything is unfolding continuously.</p><p></p><p>No. My argument is that freeze frame combat resolution violates temporal linearity, and it is 3E (not 4e) that made freeze frame a core part of D&D. (4e relaxes it by having more out-of-turn actions.)</p><p></p><p>For me, allowing "time travel" actions (interrupts and OAs) is a small price to pay for reducing stop-motion resolution. I don't find it any more jarring than resolving simultaneous initiative in classic D&D, where you resolve one side but don't apply the results until the other side has its go too.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6325081, member: 42582"] Not for me. The issue of being "round purged" ie suffering in an attempt to achieve an action not because of any ingame phenomenon, but because of how it interacts with the initiative rules, is a real thing that has caused real issues at my Rolemaster table. It arises because movement and action are roughly continuous in resolution, but the split of the melee combat pool has to be declared at the start of each round, and remains constant over the round until redeclared. This means that when opponents are closing, whether or not someone is able to defend him-/herself sometimes depends on how the movement occurs relative to a declaration of attack/parry split, even though in the gameworld everything is unfolding continuously. No. My argument is that freeze frame combat resolution violates temporal linearity, and it is 3E (not 4e) that made freeze frame a core part of D&D. (4e relaxes it by having more out-of-turn actions.) For me, allowing "time travel" actions (interrupts and OAs) is a small price to pay for reducing stop-motion resolution. I don't find it any more jarring than resolving simultaneous initiative in classic D&D, where you resolve one side but don't apply the results until the other side has its go too. [/QUOTE]
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