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Changes to Combat from my Experience
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<blockquote data-quote="Mageslayer" data-source="post: 2479359" data-attributes="member: 34824"><p>Both balance and simplicity are merely tools to achieve the purpose of any game: fun. There is no more point to any game, unless it is no longer just a game. If you mean to say it is something more than entertainment, or that the simplicity and balance aspect <em>is</em> part of your entertainment, then that is something else.</p><p></p><p>At any rate, I didn't intend to make the game more "realistic." My point was to add variety while remaining consistent with the general feel of the fighter class. The easiest way to do that is to think about how weapons are used, so I fell back on my experience. </p><p></p><p>The amount of complexity these rules add is miniscule. The player is responsible for his own calculations anyway, and these can be written down to fit various situations, like AC for touch attacks and being flatfooted. It usually amounts to simple addition and subtraction.</p><p></p><p>However, your suggestions about making these rules feats is a good one. It fits the general pattern of the fighter anyway, which is partly what I was going for. And I have to admit that feats weren't in my mind, since I still think with a 2E mindset at times. Making them feats also allows me to organize the rules more methodically, allowing for progression (as with Power Attack -- Great Cleave, etc.). That's good stuff, thanks.</p></blockquote><p></p>
[QUOTE="Mageslayer, post: 2479359, member: 34824"] Both balance and simplicity are merely tools to achieve the purpose of any game: fun. There is no more point to any game, unless it is no longer just a game. If you mean to say it is something more than entertainment, or that the simplicity and balance aspect [i]is[/i] part of your entertainment, then that is something else. At any rate, I didn't intend to make the game more "realistic." My point was to add variety while remaining consistent with the general feel of the fighter class. The easiest way to do that is to think about how weapons are used, so I fell back on my experience. The amount of complexity these rules add is miniscule. The player is responsible for his own calculations anyway, and these can be written down to fit various situations, like AC for touch attacks and being flatfooted. It usually amounts to simple addition and subtraction. However, your suggestions about making these rules feats is a good one. It fits the general pattern of the fighter anyway, which is partly what I was going for. And I have to admit that feats weren't in my mind, since I still think with a 2E mindset at times. Making them feats also allows me to organize the rules more methodically, allowing for progression (as with Power Attack -- Great Cleave, etc.). That's good stuff, thanks. [/QUOTE]
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