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Attack of Opportunity -- does it deserve to survive to v.4?
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<blockquote data-quote="Storm Raven" data-source="post: 2960630" data-attributes="member: 307"><p>Probably because you (like most people) didn't actually play OD&D or 1e AD&D using the actual published rules.</p><p></p><p></p><p></p><p>1e D&D expressed movement and ranges in inches. It used combat charts, and percentile matrices to resolve combat. It used weapon speed factors, declaring actions, attack roll modifiers by weapon type. The combat system used grid based movement indorrs, and hex based movement outdoors. And this is just the tip of the iceberg. Whether you want to admit it or not, older versions of D&D were <em>more</em> wargame like than the current one.</p><p></p><p></p><p></p><p>Yes it does. BUt basically, that means the game becomes a round of "mother may I" as the players try to figure out, with no guidance themselves, what sort of thing their PC can and cannot do. Given the number of DMs who cannot handle the effects of clearly defined effects in the rules (such as the result of using various social skills on NPCs), forgive me if I'm less than enthusiastic about leaving the capabilities of characters entirely up to guessing at what the DM has in mind.</p><p></p><p></p><p></p><p>Actually, it is a central issue. How much of the game is to be left up to DM fiat, and how much is to be set out ahead of time. Obviosuly, no rule set can cover every possible situation, D&D is too open ended for that. But what it <em>can</em> do, and what it <em>should</em> do is cover situations that are likely to come up on a regular basis. Combat is, and pretty much always has been (and probably always will be) a part of D&D. Movement during combat is a pretty critical element of the game. Therefore, the rules should cover it more fully than "ask your mother if you can".</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2960630, member: 307"] Probably because you (like most people) didn't actually play OD&D or 1e AD&D using the actual published rules. 1e D&D expressed movement and ranges in inches. It used combat charts, and percentile matrices to resolve combat. It used weapon speed factors, declaring actions, attack roll modifiers by weapon type. The combat system used grid based movement indorrs, and hex based movement outdoors. And this is just the tip of the iceberg. Whether you want to admit it or not, older versions of D&D were [i]more[/i] wargame like than the current one. Yes it does. BUt basically, that means the game becomes a round of "mother may I" as the players try to figure out, with no guidance themselves, what sort of thing their PC can and cannot do. Given the number of DMs who cannot handle the effects of clearly defined effects in the rules (such as the result of using various social skills on NPCs), forgive me if I'm less than enthusiastic about leaving the capabilities of characters entirely up to guessing at what the DM has in mind. Actually, it is a central issue. How much of the game is to be left up to DM fiat, and how much is to be set out ahead of time. Obviosuly, no rule set can cover every possible situation, D&D is too open ended for that. But what it [i]can[/i] do, and what it [i]should[/i] do is cover situations that are likely to come up on a regular basis. Combat is, and pretty much always has been (and probably always will be) a part of D&D. Movement during combat is a pretty critical element of the game. Therefore, the rules should cover it more fully than "ask your mother if you can". [/QUOTE]
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