I think he means that you could only run in a straight line, in 3e. Meaning that if you were on a track that went in an 0 shape, you couldn't turn.Please explain?
I think he means that you could only run in a straight line, in 3e. Meaning that if you were on a track that went in an 0 shape, you couldn't turn.Please explain?
Please explain?
Well, 3e running was impossible. You couldn't, for example, run on a running track. Basically it just didn't happen.
Running in 4e is probably closer to a jog type of movement. You move a bit faster, but can go around corners, zig-zag, etc. You can't easily defend and really can't aim.
Rechan said:I think he means that you could only run in a straight line, in 3e. Meaning that if you were on a track that went in an 0 shape, you couldn't turn.
Ugh, flying. I'd blocked that out because it was too painful, so we always just fudged it. Frankly, any non-trivial elevation difference made distance calculation annoying.So, to me, 1-2-1 isn't more accurate than 1-1-1, simply because it introduces too many mistakes at the table. It's fine if all anyone does is limited to about 30 feet or so. But, as soon as you start dealing with outdoor adventures, mounted combat, mounted flying combat, and large area spell effects, you just get too many mistakes for the added accuracy to matter.
1-2-1 is simple for some but not for all - thus the template threads etc.I look at it like this. If 1-2-1 was as simple as people say it is, then why are there several template threads on Enworld and why is Steel Esquire still in business?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.