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Convince me I'm wrong about reach being overpowered
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<blockquote data-quote="Torque" data-source="post: 1455651" data-attributes="member: 1568"><p>Along with the rest of my gaming group, I decided to get into D&D miniatures, so that we would have a quick-playing game that would work with only a couple of people and provide a break from regular games. I was hoping for a system that provided a reasonable, scaled-down version of the D&D combat system, so that combats played out similarly, and for it to provide meaningful tactical options and reward intelligent thought. After a few games, my impression is that it does a pretty good job at most of this, but has a major problem with the implementation of giants and other creatures with reach. In every game I've played so far, the player playing Chaotic Evil has won handily (including a game in which my 200 point warband spearheaded by a hill giant defeated three other players without losing a non-summoned piece, so this isn't just sour grapes).</p><p></p><p>As far as I can tell, this stems from three main simplifications from the D&D system which remove effective ways of dealing with such creatures normally: unlimited attacks of opportunity, the removal of the 5-foot step, and the universal saving throw based on hit dice. These changes nullify the use of expendable or hard-to-hit creatures to soak up AoOs, usage of a 5-foot step to avoid them, and the use of mind-affecting magics on creatures that should have low will saves.</p><p></p><p>I really want to like the system, but I am hesitant to buy any more if this is how it is going to be. Has anyone else had similar experiences? Am I missing something that balances out what I see as problems? Does anyone use house rules that help balance it out without making giants/ogres underpowered for their point cost?</p></blockquote><p></p>
[QUOTE="Torque, post: 1455651, member: 1568"] Along with the rest of my gaming group, I decided to get into D&D miniatures, so that we would have a quick-playing game that would work with only a couple of people and provide a break from regular games. I was hoping for a system that provided a reasonable, scaled-down version of the D&D combat system, so that combats played out similarly, and for it to provide meaningful tactical options and reward intelligent thought. After a few games, my impression is that it does a pretty good job at most of this, but has a major problem with the implementation of giants and other creatures with reach. In every game I've played so far, the player playing Chaotic Evil has won handily (including a game in which my 200 point warband spearheaded by a hill giant defeated three other players without losing a non-summoned piece, so this isn't just sour grapes). As far as I can tell, this stems from three main simplifications from the D&D system which remove effective ways of dealing with such creatures normally: unlimited attacks of opportunity, the removal of the 5-foot step, and the universal saving throw based on hit dice. These changes nullify the use of expendable or hard-to-hit creatures to soak up AoOs, usage of a 5-foot step to avoid them, and the use of mind-affecting magics on creatures that should have low will saves. I really want to like the system, but I am hesitant to buy any more if this is how it is going to be. Has anyone else had similar experiences? Am I missing something that balances out what I see as problems? Does anyone use house rules that help balance it out without making giants/ogres underpowered for their point cost? [/QUOTE]
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