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<blockquote data-quote="Gorgoroth" data-source="post: 5947839" data-attributes="member: 6674889"><p><strong>that would be</strong></p><p></p><p>cool but a little too confusing, even WITH a battle grid. What if the enemy runs away before I get my melee attack? Why can't I drop my sword and fire an arrow? The simultaneous moves system seems like an RTS, i.e. a completely different game than D&D. D&D is, ipso facto, turn-based. I don't see that changing, in any edition...except maybe when we get holographic battle maps controlled by our minds...but at that point, let's just play VR games and be done with it. D&D will have to adapt or die at that point, because the alternatives will be too good in comparison.</p><p></p><p>AoOs ...not sure how I feel about that. If they're in an optional system, I feel like they could be enabled only during those big boss fights where you want to spend the extra time and pull out the battlegrid and minis. Without that, it's endless arguments about, well, I ran around his reach to position myself and attack the enemy over there. Do you have enough space to do this? who knows? narrative hiccup ensues..</p><p></p><p>Then again, having an optional rules thingy that completely and fundamentally changes the game from a fast-paced skirmish game to one basically requiring a grid to make sense of it all...seems like a high price to pay. I think some sensible system to "prepared counters when X happens, spend my next action to swing at the wizard who just ran up to me to shock me before he can get away behind his allies again or around the corner"..like "defend these squares within reach from enemies running through them" or "defend this person", or block this 10` wide hallway from anyone attempting to run past me. </p><p></p><p>We NEED rules like those, in Core, if there are no AoOs...I'm looking forward to seeing what they come up with</p></blockquote><p></p>
[QUOTE="Gorgoroth, post: 5947839, member: 6674889"] [b]that would be[/b] cool but a little too confusing, even WITH a battle grid. What if the enemy runs away before I get my melee attack? Why can't I drop my sword and fire an arrow? The simultaneous moves system seems like an RTS, i.e. a completely different game than D&D. D&D is, ipso facto, turn-based. I don't see that changing, in any edition...except maybe when we get holographic battle maps controlled by our minds...but at that point, let's just play VR games and be done with it. D&D will have to adapt or die at that point, because the alternatives will be too good in comparison. AoOs ...not sure how I feel about that. If they're in an optional system, I feel like they could be enabled only during those big boss fights where you want to spend the extra time and pull out the battlegrid and minis. Without that, it's endless arguments about, well, I ran around his reach to position myself and attack the enemy over there. Do you have enough space to do this? who knows? narrative hiccup ensues.. Then again, having an optional rules thingy that completely and fundamentally changes the game from a fast-paced skirmish game to one basically requiring a grid to make sense of it all...seems like a high price to pay. I think some sensible system to "prepared counters when X happens, spend my next action to swing at the wizard who just ran up to me to shock me before he can get away behind his allies again or around the corner"..like "defend these squares within reach from enemies running through them" or "defend this person", or block this 10` wide hallway from anyone attempting to run past me. We NEED rules like those, in Core, if there are no AoOs...I'm looking forward to seeing what they come up with [/QUOTE]
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