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<blockquote data-quote="Rabbitbait" data-source="post: 9331136" data-attributes="member: 60100"><p>There were three places where it fell over. </p><p></p><p>1) Movement sucked. As everyone is jockeying into position, one square at a time it meant that everyone considering every segment. As a DM moving up to 6 NPCs it was tiresome. We had the action happen immediately but with a time cost. So if you were next to someone you could stab them with a dagger (for instance) and then you would not be able to do anything for 3 segments. If you did the action at the end of the time cost, an enemy would have moved away before you got to do anything.</p><p></p><p>But movement segment by segment just led to every segment involved everyone moving their character one square (with the decision making process happening each segment).</p><p></p><p>2) Tracking every NPC as a DM was just so much harder. It would be better now with modern initiative tracking tools, but you still take more time considering each action for each NPC with more granularity.</p><p></p><p>3) It created too many options. Decision paralysis is bad enough in D&D. This made it so much worse. Taking the time cost for various activities into account just slowed everything down.</p><p></p><p></p><p>What were the advantages of the system? </p><p></p><p>1) It made choosing different weapons have better consequences. A dagger is faster than a two-handed sword. It made spell or item consideration a little bit different. </p><p></p><p>2) It made combat feel more fluid where everyone was moving all the time and tactics had to continually change.</p><p></p><p></p><p></p><p>But the pain of slower combat was not worth the advantages.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 9331136, member: 60100"] There were three places where it fell over. 1) Movement sucked. As everyone is jockeying into position, one square at a time it meant that everyone considering every segment. As a DM moving up to 6 NPCs it was tiresome. We had the action happen immediately but with a time cost. So if you were next to someone you could stab them with a dagger (for instance) and then you would not be able to do anything for 3 segments. If you did the action at the end of the time cost, an enemy would have moved away before you got to do anything. But movement segment by segment just led to every segment involved everyone moving their character one square (with the decision making process happening each segment). 2) Tracking every NPC as a DM was just so much harder. It would be better now with modern initiative tracking tools, but you still take more time considering each action for each NPC with more granularity. 3) It created too many options. Decision paralysis is bad enough in D&D. This made it so much worse. Taking the time cost for various activities into account just slowed everything down. What were the advantages of the system? 1) It made choosing different weapons have better consequences. A dagger is faster than a two-handed sword. It made spell or item consideration a little bit different. 2) It made combat feel more fluid where everyone was moving all the time and tactics had to continually change. But the pain of slower combat was not worth the advantages. [/QUOTE]
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