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<blockquote data-quote="Aikuchi" data-source="post: 2947087" data-attributes="member: 38713"><p>I've re written the rules so many times, I think I'm starting to forget what RAW looks like (lol) ... i think.</p><p></p><p>I see 'realistic' combat as iffy. It largely group dependant - but my players would like options, moreso than offered in RAW in physical combat (melee or ranged), but dont want to be bogged down by several paragraphs of heavy text detailing cicumstances and ccriteria in which to use them ... hoewver interesting they may be. </p><p>Thats mostly my concern over 'dynamic' combat systems.</p><p></p><p>As for magic scaling up against more physical combat oriented professions ... yea, well I've lowered magic somewhat for most of my games as well as made bookkeeping less of a hassle for my players (who aren't the sort who likes bookkeeping to begin with; loving options but not tediousness). Magic is chancey nonetheless and I've moggled some ideas from True20 and other sources to make it more ... unpredictable.</p><p></p><p>I am keen on your new atrrribute system and how it applies to later ability, saves and skill rolls. It looks like a revamp of the skill and skill subset system as well. </p><p></p><p>Ever as curious as the EN-Worlders can be, elaborate and share; I cant get enough <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Aikuchi, post: 2947087, member: 38713"] I've re written the rules so many times, I think I'm starting to forget what RAW looks like (lol) ... i think. I see 'realistic' combat as iffy. It largely group dependant - but my players would like options, moreso than offered in RAW in physical combat (melee or ranged), but dont want to be bogged down by several paragraphs of heavy text detailing cicumstances and ccriteria in which to use them ... hoewver interesting they may be. Thats mostly my concern over 'dynamic' combat systems. As for magic scaling up against more physical combat oriented professions ... yea, well I've lowered magic somewhat for most of my games as well as made bookkeeping less of a hassle for my players (who aren't the sort who likes bookkeeping to begin with; loving options but not tediousness). Magic is chancey nonetheless and I've moggled some ideas from True20 and other sources to make it more ... unpredictable. I am keen on your new atrrribute system and how it applies to later ability, saves and skill rolls. It looks like a revamp of the skill and skill subset system as well. Ever as curious as the EN-Worlders can be, elaborate and share; I cant get enough :D [/QUOTE]
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