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<blockquote data-quote="Ranger REG" data-source="post: 459331" data-attributes="member: 533"><p>Actually, I like some of the improvements to the combat rules. No facing allows me not to worry about keeping separate AC values for rear or flank attacks. AoO allow me to hit someone who dares to move past me (although poorly worded in <em>D&D 3e</em> they got it right with later Wizards' core rulebook products such as <em>Wheel of Time</em> and <em>Star Wars Revised Core Rulebook</em>).</p><p></p><p>As for writing the rules, one does not have to write with so much bulk as <em>Star Fleet Battles.</em> One only has to write it in a concise yet easy-to-read format. If it is not mentioned, then you simply can't do it. For example, a lot of people that are using the Monkey Grip feat (which allows them to hold a <em>two-handed</em> weapon in one hand) jump to the conclusion that they can use it to wield a weapon two sizes larger with both hands.</p><p></p><p>OTOH, the <em>Player's Handbook</em> did not mentioned that saving throws do not use the "<em>natural 1/20</em> = autofailure/autosuccess" rule. All other Wizards' <em>d20</em> core rulebooks made it known that but not <em>D&D.</em></p><p></p><p>As for your investment of 3e, I invested in <em>D&D</em> since the 1980 boxed sets and than 1st edition, 2nd edition, and so on. And with each new edition it seems to get better and better, and they're becoming for forthright with the mistakes while then-TSR usually and vehemently deny there are errors in the 1st edition. The difference between 3e and previous edition is that they created an underlying rules engine that can be used for other types of games. So some of the improvements includes using a new (albeit not original) rule mechanics, like the Skill System that replaces the nonweapon proficiency system. Don't tell me you find the Skill System to be a mistake to replace the Nonweapon Proficiency system.</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 459331, member: 533"] Actually, I like some of the improvements to the combat rules. No facing allows me not to worry about keeping separate AC values for rear or flank attacks. AoO allow me to hit someone who dares to move past me (although poorly worded in [i]D&D 3e[/i] they got it right with later Wizards' core rulebook products such as [i]Wheel of Time[/i] and [i]Star Wars Revised Core Rulebook[/i]). As for writing the rules, one does not have to write with so much bulk as [i]Star Fleet Battles.[/i] One only has to write it in a concise yet easy-to-read format. If it is not mentioned, then you simply can't do it. For example, a lot of people that are using the Monkey Grip feat (which allows them to hold a [i]two-handed[/i] weapon in one hand) jump to the conclusion that they can use it to wield a weapon two sizes larger with both hands. OTOH, the [i]Player's Handbook[/i] did not mentioned that saving throws do not use the "[i]natural 1/20[/i] = autofailure/autosuccess" rule. All other Wizards' [i]d20[/i] core rulebooks made it known that but not [i]D&D.[/i] As for your investment of 3e, I invested in [i]D&D[/i] since the 1980 boxed sets and than 1st edition, 2nd edition, and so on. And with each new edition it seems to get better and better, and they're becoming for forthright with the mistakes while then-TSR usually and vehemently deny there are errors in the 1st edition. The difference between 3e and previous edition is that they created an underlying rules engine that can be used for other types of games. So some of the improvements includes using a new (albeit not original) rule mechanics, like the Skill System that replaces the nonweapon proficiency system. Don't tell me you find the Skill System to be a mistake to replace the Nonweapon Proficiency system. [/QUOTE]
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