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1st ed again.
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<blockquote data-quote="Desdichado" data-source="post: 49346" data-attributes="member: 2205"><p></p><p>I agree that combat is the most mechanically complex part of roleplaying, but it's not all. I'd like to see (for example) spells that could be used for things other than combat or dungeoneering, but the designers of the game decided that it wasn't worth the space. I'd like to see some more flesh on interpersonal relations and how skills like bluff or intimidate could be used. I'd like to see a <em>fleshed-out</em> version of experience that wasn't based solely killing things. To give a few examples. Many of which <em>are</em> implemented in other RPGs, BTW, not that that matters.</p><p></p><p>And to me, the tactical miniatures game takes me out of the story and into the miniatures. I'm not seeing the characters moving through the scene in my mind's eye anymore, I'm seeing a bunch of unpainted lead figures that look nothing like the characters or their antagonists on a grid moving in regular board-game like squares.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 49346, member: 2205"] [i][/i] I agree that combat is the most mechanically complex part of roleplaying, but it's not all. I'd like to see (for example) spells that could be used for things other than combat or dungeoneering, but the designers of the game decided that it wasn't worth the space. I'd like to see some more flesh on interpersonal relations and how skills like bluff or intimidate could be used. I'd like to see a [i]fleshed-out[/i] version of experience that wasn't based solely killing things. To give a few examples. Many of which [i]are[/i] implemented in other RPGs, BTW, not that that matters. And to me, the tactical miniatures game takes me out of the story and into the miniatures. I'm not seeing the characters moving through the scene in my mind's eye anymore, I'm seeing a bunch of unpainted lead figures that look nothing like the characters or their antagonists on a grid moving in regular board-game like squares. [/QUOTE]
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