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AD&D weapon speed vs 5e turn based combat?
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<blockquote data-quote="Willie the Duck" data-source="post: 8550321" data-attributes="member: 6799660"><p>This is true, but I'm wondering why the focus on the specific example of speed factors. Just the declare and roll individually (optional rule) each round made this the case. </p><p></p><p>5e has reactions, limited number of reactions. Not only do you have things to do when it is not your turn, but you have to pay attention to the whole thing to decide if now (opportunity to use your reaction) is when you want to use it, or if you want to keep it in reserve. If 5e players are sleeping until their turn, it is because they aren't engaged in the fight (which certainly may be true, but isn't 5e specific and could happen in AD&D).</p><p></p><p>5e too has coordinating of moves -- help actions, setting up flanks, moving a melee character into place such that the rogue will get SA damage, moving a melee character out of place such that the (non-evoker) caster can lay down AoE damage, or moving to intercept anyone who might try to rush the rear line.</p><p></p><p>I think the best of both worlds scenario is just 5e players engaged in the combat (maybe a combination of each round's contribution having greater effect, and more reaction-action options/classes which had them- many characters only regularly have a reaction if an opponent triggers an OA)</p><p></p><p>Dagger and darts taking down the enemy spellcaster's spell was definitely a treat. Or occasionally dropping a foe before they could act (a dagger's low damage kinda putting a wrench in that one). I don't recall it happening enough to justify a dagger though (although we still did, because tunnel fighting).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8550321, member: 6799660"] This is true, but I'm wondering why the focus on the specific example of speed factors. Just the declare and roll individually (optional rule) each round made this the case. 5e has reactions, limited number of reactions. Not only do you have things to do when it is not your turn, but you have to pay attention to the whole thing to decide if now (opportunity to use your reaction) is when you want to use it, or if you want to keep it in reserve. If 5e players are sleeping until their turn, it is because they aren't engaged in the fight (which certainly may be true, but isn't 5e specific and could happen in AD&D). 5e too has coordinating of moves -- help actions, setting up flanks, moving a melee character into place such that the rogue will get SA damage, moving a melee character out of place such that the (non-evoker) caster can lay down AoE damage, or moving to intercept anyone who might try to rush the rear line. I think the best of both worlds scenario is just 5e players engaged in the combat (maybe a combination of each round's contribution having greater effect, and more reaction-action options/classes which had them- many characters only regularly have a reaction if an opponent triggers an OA) Dagger and darts taking down the enemy spellcaster's spell was definitely a treat. Or occasionally dropping a foe before they could act (a dagger's low damage kinda putting a wrench in that one). I don't recall it happening enough to justify a dagger though (although we still did, because tunnel fighting). [/QUOTE]
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AD&D weapon speed vs 5e turn based combat?
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