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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 4080159" data-attributes="member: 2810"><p>To be upfront, I *like* the tactical aspects of the game -- I came to RPGs lo those many moons ago from an AH wargame background, where if it didn't have a 50 page rulebook, 5000 counters, and 100 charts it was crap. </p><p></p><p>I think it will be a little harder than in 3e. Reach I think will be less important, which makes things easier, but there did seem to be an awful lot of abilities based around moving in and out of combat, etc. So I think net will be more problematic.</p><p></p><p>That said, I think if you just abstracted stuff to 'in melee, out of melee, within spell range, within bow range' you could manage quite well. Then the specifics don't matter -- the kobold shifts from melee range to out of melee range, and the fighter on his turn spends a movement action to move back into melee range. And so forth. Spell ranges are in squares, so I'd probably look at them and come up with a sort of category system that made specific range unimportant. The longbow had a 20/40 square range, so it never once came up in the game -- I'd probably just assume everyone was within the first range increment for bows unless we were outdoors.</p><p></p><p>Oh, that brings up another point -- no more 5' step. You can spend a movement action to move 5' without drawing an AoO, but no more free 5' step. That was a hard one to get out of our heads.</p><p></p><p>What will make things harder for the PbP folks is the immediate actions (like the ranger's Fox's Cunning) that will increase the back and forth between player and GM. And also, the number of things that a player can do now that affects another player's rolls will make it harder to process things out of order. So you'd end up waiting for people to post so you could keep it all straight, or have to retcon a lot.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 4080159, member: 2810"] To be upfront, I *like* the tactical aspects of the game -- I came to RPGs lo those many moons ago from an AH wargame background, where if it didn't have a 50 page rulebook, 5000 counters, and 100 charts it was crap. I think it will be a little harder than in 3e. Reach I think will be less important, which makes things easier, but there did seem to be an awful lot of abilities based around moving in and out of combat, etc. So I think net will be more problematic. That said, I think if you just abstracted stuff to 'in melee, out of melee, within spell range, within bow range' you could manage quite well. Then the specifics don't matter -- the kobold shifts from melee range to out of melee range, and the fighter on his turn spends a movement action to move back into melee range. And so forth. Spell ranges are in squares, so I'd probably look at them and come up with a sort of category system that made specific range unimportant. The longbow had a 20/40 square range, so it never once came up in the game -- I'd probably just assume everyone was within the first range increment for bows unless we were outdoors. Oh, that brings up another point -- no more 5' step. You can spend a movement action to move 5' without drawing an AoO, but no more free 5' step. That was a hard one to get out of our heads. What will make things harder for the PbP folks is the immediate actions (like the ranger's Fox's Cunning) that will increase the back and forth between player and GM. And also, the number of things that a player can do now that affects another player's rolls will make it harder to process things out of order. So you'd end up waiting for people to post so you could keep it all straight, or have to retcon a lot. [/QUOTE]
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