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Castle Ravenloft: My first game
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<blockquote data-quote="WheresMyD20" data-source="post: 5313428" data-attributes="member: 60772"><p>You're right- you'd lose some granularity in movement (6 vs 5 squares for some heroes) and you'd have to combine "slowed" with "immobilized", but I think the resulting streamlining might speed up and simplify the game a bit. I'm going to have to try this out.</p><p></p><p>The nice thing about the Betrayal tiles are that: (1) They're 1/4 the size of the Ravenloft ones, so they use considerably less table space (2) Each one is named and has individual artwork, which gives the tiles more character so you don't feel like you're going down yet another generic dungeon corridor.</p><p></p><p></p><p></p><p>It's interesting that when TSR converted OD&D into a boardgame they came up with Dungeon! (not a bad game). I think comparing the two boardgames shows to some degree of how the overall style of the D&D game has changed over the years.</p><p></p><p> </p><p></p><p>I can think of three: attack in melee, attack with a ranged weapon, grapple. You could even split attack in melee to attack with weapon/shield and attack with two-hander. However, I don't think combat in AD&D is at its best when played in grid-and-minis style. Sure, the option to do so is there in the RPG if you want to do it, but every group I ever played with (and that's a lot of groups in several different cities) used fast-and-loose combat and only used minis for visualizing positioning, if they used minis at all.</p></blockquote><p></p>
[QUOTE="WheresMyD20, post: 5313428, member: 60772"] You're right- you'd lose some granularity in movement (6 vs 5 squares for some heroes) and you'd have to combine "slowed" with "immobilized", but I think the resulting streamlining might speed up and simplify the game a bit. I'm going to have to try this out. The nice thing about the Betrayal tiles are that: (1) They're 1/4 the size of the Ravenloft ones, so they use considerably less table space (2) Each one is named and has individual artwork, which gives the tiles more character so you don't feel like you're going down yet another generic dungeon corridor. It's interesting that when TSR converted OD&D into a boardgame they came up with Dungeon! (not a bad game). I think comparing the two boardgames shows to some degree of how the overall style of the D&D game has changed over the years. I can think of three: attack in melee, attack with a ranged weapon, grapple. You could even split attack in melee to attack with weapon/shield and attack with two-hander. However, I don't think combat in AD&D is at its best when played in grid-and-minis style. Sure, the option to do so is there in the RPG if you want to do it, but every group I ever played with (and that's a lot of groups in several different cities) used fast-and-loose combat and only used minis for visualizing positioning, if they used minis at all. [/QUOTE]
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Castle Ravenloft: My first game
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