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2 house rules for critique
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<blockquote data-quote="Thurbane" data-source="post: 3069881" data-attributes="member: 43273"><p>OK, thanks for the feedback. Let me just address a few points:</p><p></p><p>I kind of took this as read, but I can see your point. These rules aren't actually in their "official" form, but I will remember that wording when doing so. Also note that I always require my players to nominate a specific target, even if firing into a horde of enemies...if they truly want to fire randomly into an enemy group, though, I would allow it, maybe with a slight to hit penalty...</p><p></p><p>Actually this is almost exactly what I am trying to get away from. In our games, the miniatures on the grid are an abstract, rather than an absolute. In our games it is assumed that the two combatants aren't rooted to the floor as if they'd stepped in sovereign glue - they are constantly lunging at and circling each other. Line of effect doesn't work for my purpose, unfortunately.</p><p></p><p>Well, maybe I didnt make it clear, but I meant creatures in the same melee, not every melee on the map i.e. creatures threatening each other's squares. Also, my rule specifically states that after the first "accidental target" miss that the missile is assumed to have missed everyone else, so there won't be any bouncing.</p><p></p><p></p><p>Yes, and that's EXACTLY what I don't like. Seriously, go out back with a couple of broom handles, spar with someone, and see if you can just turn and jog 60 feet before the other guy can react. Unlikely, I would imagine.</p><p></p><p>Now these are both very good ideas to implement into my system, especially the first one. Basically, a Feint to allow a withdraw action. I like that a lot.</p><p></p><p>Ah, but this rule also applies to the bad guys. Seriously, I have seen players tear up character sheets in frustration because the guy they are fighting has suddenly bamfed 60 feet away without them being able to do a single thing about it. Anything that works against the PCs in combat also works in their favor when reversed.</p><p></p><p>Well no, all it means is one AoO, no more than what you'd get for pulling out and chugging a potion in the middle of battle. If people wait until they are on 1 hit point before they decide to withdraw, it is an error in their judgement, so long as I have made the rule abundantly clear from the outset. It really is never good tactics to wait until you are one blow from death before retreating, even without my house rules.</p><p></p><p>Again, a very good point.</p><p></p><p>I feel I should clarify, that I really am not a "DM vs. players" type of guy, and both of these rules have been informally enforced for our last 6 months + of gaming. The players basically accept them, and also freely exploit them to their benefit when the tables are turned.</p><p></p><p>But I welcome all view points, even if I don't neccessarily agree with them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Thurbane, post: 3069881, member: 43273"] OK, thanks for the feedback. Let me just address a few points: I kind of took this as read, but I can see your point. These rules aren't actually in their "official" form, but I will remember that wording when doing so. Also note that I always require my players to nominate a specific target, even if firing into a horde of enemies...if they truly want to fire randomly into an enemy group, though, I would allow it, maybe with a slight to hit penalty... Actually this is almost exactly what I am trying to get away from. In our games, the miniatures on the grid are an abstract, rather than an absolute. In our games it is assumed that the two combatants aren't rooted to the floor as if they'd stepped in sovereign glue - they are constantly lunging at and circling each other. Line of effect doesn't work for my purpose, unfortunately. Well, maybe I didnt make it clear, but I meant creatures in the same melee, not every melee on the map i.e. creatures threatening each other's squares. Also, my rule specifically states that after the first "accidental target" miss that the missile is assumed to have missed everyone else, so there won't be any bouncing. Yes, and that's EXACTLY what I don't like. Seriously, go out back with a couple of broom handles, spar with someone, and see if you can just turn and jog 60 feet before the other guy can react. Unlikely, I would imagine. Now these are both very good ideas to implement into my system, especially the first one. Basically, a Feint to allow a withdraw action. I like that a lot. Ah, but this rule also applies to the bad guys. Seriously, I have seen players tear up character sheets in frustration because the guy they are fighting has suddenly bamfed 60 feet away without them being able to do a single thing about it. Anything that works against the PCs in combat also works in their favor when reversed. Well no, all it means is one AoO, no more than what you'd get for pulling out and chugging a potion in the middle of battle. If people wait until they are on 1 hit point before they decide to withdraw, it is an error in their judgement, so long as I have made the rule abundantly clear from the outset. It really is never good tactics to wait until you are one blow from death before retreating, even without my house rules. Again, a very good point. I feel I should clarify, that I really am not a "DM vs. players" type of guy, and both of these rules have been informally enforced for our last 6 months + of gaming. The players basically accept them, and also freely exploit them to their benefit when the tables are turned. But I welcome all view points, even if I don't neccessarily agree with them. :) [/QUOTE]
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