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*TTRPGs General
3e... good for players, more difficult for DMs
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<blockquote data-quote="Psion" data-source="post: 725639" data-attributes="member: 172"><p>I think combats are slow in 3e... but this is a problem that can be worked around.</p><p></p><p>First off, understanding AoO helps. This is not a problem for me once I was able to cobble everything down to a few basic rules in my mind, but I imagine 3.5 will make this a bit more basic and explicit.</p><p></p><p>Second, initiative. Going "20...19...18" is tedious. I make a stack of note cards, sort them once, and sift through the pile. Again, this is not new to the game, but I think you are ahead of the game in 3e here, because the initiative numbers don't change every round.</p><p></p><p>Third... iterative attacks. At high levels, this is a biggie. All too often, players will roll and add there totals on the spot, and when I ask them again, they can't remember what rolls went with what modifiers. I make the players bring a peice of scratch paper and jot down their totals.</p><p></p><p>Finally, looking up spells and effects. As a DM, having stat blocks in the adventure notes help... lacking that, bookmark the creatures you are going to use in the adventure. For players, insist that when they cast a spell, they must have it open to the page when their turn comes around. (This one was a problem in 2e as well.)</p></blockquote><p></p>
[QUOTE="Psion, post: 725639, member: 172"] I think combats are slow in 3e... but this is a problem that can be worked around. First off, understanding AoO helps. This is not a problem for me once I was able to cobble everything down to a few basic rules in my mind, but I imagine 3.5 will make this a bit more basic and explicit. Second, initiative. Going "20...19...18" is tedious. I make a stack of note cards, sort them once, and sift through the pile. Again, this is not new to the game, but I think you are ahead of the game in 3e here, because the initiative numbers don't change every round. Third... iterative attacks. At high levels, this is a biggie. All too often, players will roll and add there totals on the spot, and when I ask them again, they can't remember what rolls went with what modifiers. I make the players bring a peice of scratch paper and jot down their totals. Finally, looking up spells and effects. As a DM, having stat blocks in the adventure notes help... lacking that, bookmark the creatures you are going to use in the adventure. For players, insist that when they cast a spell, they must have it open to the page when their turn comes around. (This one was a problem in 2e as well.) [/QUOTE]
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3e... good for players, more difficult for DMs
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