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Beefed up combat

Eltern

First Post
So I'm starting a new campaign with a mix of new and old players, and after a short "introduction to D&D" adventure, many of the players asked if there was any way we could make the combat more realistic, more complex.

Now, this was coming from people who have never played D&D before or anything else in their life, and they thought the D&D combat rules of standard and move actions was too simple after one night of play. I'm not sure whether I should be impressed by their ability to get it all very quickly, or smirk as they have "so much to learn" about how the system works :D

Either way, I'd like to try to implement their request. I'm using the Elements of Magic (revised) system for the first time, so I don't want to tack on TOO crazy rules modifications, or soon I'll no longer be able to keep track of all the changes. I've looked at the Grim n Gritty rules, and they're not too my taste :\ The complete neutering of the halfling sneak attacker, among other things, just doesn't seem fun to me.

So, what is there out in the web? I've looked at Unearthed Arcana, and maybe facing rules would be a place to start, but what about the Hit system, or the Vitality/Wound point system? Anyone have experience with these? I particularly like how the Hit system looks on paper, but I haven't seen it in play.

I recall reading a turnless combat modification somewhere, but I can't find the PDF anymore. Anyone have a link or comments to that?

Thanks for your help!
 

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How many sessions have they played? It sounds like just a few, in which case I'd run at least a couple more before introducing new rules. In these upcoming sessions, make sure to use a lot of the tactical options (disarm, sunder, bull rush, etc.) and other forms of complexity (particular spells, terrain issues, visibility issues) already available in the game. Once they are aware of all of the above, ask them again if they think the combat system is too simple. If they do, then start tacking on stuff.
 

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