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<blockquote data-quote="AbdulAlhazred" data-source="post: 8261813" data-attributes="member: 82106"><p>I think [USER=7023840]@Snarf Zagyg[/USER] interpretation of DMG P63 does put extra weight on the interpretation that a fighter's 'attacks per round' is really 'attack routines per round'. While, unfortunately, 'attack routine' isn't very precisely defined, it still makes the '2 attacks per routine' interpretation of TWF more consistent. Frankly I don't remember that we paid a lot of attention to much of that gobbledy goosh. Frankly most of it is beyond difficult to interpret or apply, and all I can remember us ever doing is simply playing that the side with the initiative did all its stuff, and then the other side did all its stuff. I think we just basically added spell segments to initiative to decide if your spell went off before the other guy hit you, comparing to the other side's initiative roll. This was much simpler and more playable, and all the weirdness with tied initiatives and speed factors and all that BS seemed silly. I mean it wasn't at all realistic to start with, and didn't seem to add anything to the game.</p><p></p><p>This was one my greatest disappointments in 2e was that it really didn't improve the situation. You could create a MUCH MUCH simpler combat system that was still just as fun and worked just as well as the junk they gave us in AD&D, but yet the opportunity was left on the table. 2e's version is different, but equally incoherent.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8261813, member: 82106"] I think [USER=7023840]@Snarf Zagyg[/USER] interpretation of DMG P63 does put extra weight on the interpretation that a fighter's 'attacks per round' is really 'attack routines per round'. While, unfortunately, 'attack routine' isn't very precisely defined, it still makes the '2 attacks per routine' interpretation of TWF more consistent. Frankly I don't remember that we paid a lot of attention to much of that gobbledy goosh. Frankly most of it is beyond difficult to interpret or apply, and all I can remember us ever doing is simply playing that the side with the initiative did all its stuff, and then the other side did all its stuff. I think we just basically added spell segments to initiative to decide if your spell went off before the other guy hit you, comparing to the other side's initiative roll. This was much simpler and more playable, and all the weirdness with tied initiatives and speed factors and all that BS seemed silly. I mean it wasn't at all realistic to start with, and didn't seem to add anything to the game. This was one my greatest disappointments in 2e was that it really didn't improve the situation. You could create a MUCH MUCH simpler combat system that was still just as fun and worked just as well as the junk they gave us in AD&D, but yet the opportunity was left on the table. 2e's version is different, but equally incoherent. [/QUOTE]
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