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<blockquote data-quote="Jefe Bergenstein" data-source="post: 6562203" data-attributes="member: 31506"><p></p><p></p><p>Sure. Full attack is (IMO of course) a terrible system implementation. It forces martial combatants to stand still and use a full round action in order to get their extra attacks, while casters get to break the game with a standard action and are free to move as well. It creates a game of chicken, where if you charge an opponent and don't drop them, you get to eat a deadly full attack on it's turn. It makes the monk class even more dysfunctional, in that it's specialties of lots of attacks and increased mobility don't synch up. There are ways around this (all of our high level characters ended up with some form of pounce in 3.5), but it's really baked too much into the system to simply remove, as it will lead to even more rocket tag of initiative determining who wins a fight.</p><p></p><p>5E lets you make all of your attacks as an action that can be interspliced with your movement. So if you have 2 attacks and a 30 foot movement, you can move 20 feet, stab a guy, move another 5, stab another, then move 5 more. Or pop out from behind a wall, fire off a spell/arrow, then duck back. This makes cover more dynamic, and the battlefield more fluid. Plus I don't have to remind 2 of my players "No, its move OR make all your attacks!" every combat. </p><p></p><p>That was another driving factor of my 5E preference. In college, when my group played every week and was essentially professional gamers who scoured the rules for system mastery, the system's complexity was less of an impediment. But that group split up and moved on. Now we're struggling to get in 2 games a month with work, family, etc. My wife mainly played 2nd edition, another friend has less gaming experience, so a simpler system with less bells and whistles is ideal.</p><p></p><p>You can probably easily add fiddly bits to 5E - I have in some cases. For example, if you have fire resistance, you halve damage vs fire. But what if you want a lesser amount, like 3E/PF's resistance? You can do that too (just don't have them stack). So I've given out lesser potions of resistance, which grant resist 3/5/whatever. For me its easier to add power or complexity than take it away once its baked in.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 6562203, member: 31506"] [COLOR=#333333][FONT=Verdana][/FONT][/COLOR] Sure. Full attack is (IMO of course) a terrible system implementation. It forces martial combatants to stand still and use a full round action in order to get their extra attacks, while casters get to break the game with a standard action and are free to move as well. It creates a game of chicken, where if you charge an opponent and don't drop them, you get to eat a deadly full attack on it's turn. It makes the monk class even more dysfunctional, in that it's specialties of lots of attacks and increased mobility don't synch up. There are ways around this (all of our high level characters ended up with some form of pounce in 3.5), but it's really baked too much into the system to simply remove, as it will lead to even more rocket tag of initiative determining who wins a fight. 5E lets you make all of your attacks as an action that can be interspliced with your movement. So if you have 2 attacks and a 30 foot movement, you can move 20 feet, stab a guy, move another 5, stab another, then move 5 more. Or pop out from behind a wall, fire off a spell/arrow, then duck back. This makes cover more dynamic, and the battlefield more fluid. Plus I don't have to remind 2 of my players "No, its move OR make all your attacks!" every combat. That was another driving factor of my 5E preference. In college, when my group played every week and was essentially professional gamers who scoured the rules for system mastery, the system's complexity was less of an impediment. But that group split up and moved on. Now we're struggling to get in 2 games a month with work, family, etc. My wife mainly played 2nd edition, another friend has less gaming experience, so a simpler system with less bells and whistles is ideal. You can probably easily add fiddly bits to 5E - I have in some cases. For example, if you have fire resistance, you halve damage vs fire. But what if you want a lesser amount, like 3E/PF's resistance? You can do that too (just don't have them stack). So I've given out lesser potions of resistance, which grant resist 3/5/whatever. For me its easier to add power or complexity than take it away once its baked in. [/QUOTE]
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