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Exalted Battleque for d20
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<blockquote data-quote="Yair" data-source="post: 3259498" data-attributes="member: 10913"><p>Sorry for the thread-jacking, HeavenShallBurn. I shall return to discussing your system in the next post. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Well, on a rearead your system is simpler in some ways but more complex in others. I don't think there is too much math, no. However, there are some elements I like less (sorry). I don't think you missed anything specific, I just am less attracted to some of its elements. Specifically:</p><p></p><p>Reaction Time seems a very interesting realistic idea, but I'm afraid I don't like it much in the final analysis. You gain about -1 tick per +10 in your Reflex save bonus, which is just too course-grained IMO. The problem with it's complexity isn't really with starting combat (where its use is actually simpler than in HeavenShallBurn's system) but rather with its use in interrupting actions. Besides being fairly long (3 seconds?! <a href="http://www.visualexpert.com/Resources/reactiontime.html" target="_blank">Driver reaction time is 1.5 seconds, an alert person can make a simple change like depressing a pedal in 0.7 seconds</a>), this extra bit of realism I fear will complicate and slow down the game, plus give an advantage to high-Reflex characters. It also seems so realistic that I wonder why other times aren't put into the equation, like the time needed to assess the battlefield before deciding on a new action (which CAN indeed take up seconds). Frankly, given that D&D is a heroic game I am inclined to simply let reaction time be effectively zero or at most 1 second (the reaction time of an accomplished martial artist/professional driver can be much lower than that of the average man within his area of expertiese).</p><p></p><p>Movement is also complex, with the need to add up fractions and all. This isn't a problem that isn't shared with our system above, mind you.</p><p></p><p>There are a few other things I dislike. Having actions completed at the end of the action time is far more realistic but I was convinced by Abe.ebA and HeavenShallBurn that making the action at the beginning makes for better gameplay. I also dislike the uniform Action Time (although it is simple), and that BAB lowers the speed of all actions (so a fighter draws out a scroll or casts spells faster than a wizard). (For more realism, have Dexterity lower the action time, perhaps simply using the same table by replacing BAB with Dex in the heading; in this case Max Dex from armor can cap your speed. This is of course highly unbalanced.)</p><p></p><p>Overall, your system looks pretty sound and well. It's simpler in many ways than ours. I don't think you really forgot anything, and I'm sure you can play with it and have lots of fun. It's just less appealing to me than HeavenShallBurn's, sorry.</p></blockquote><p></p>
[QUOTE="Yair, post: 3259498, member: 10913"] Sorry for the thread-jacking, HeavenShallBurn. I shall return to discussing your system in the next post. :) Well, on a rearead your system is simpler in some ways but more complex in others. I don't think there is too much math, no. However, there are some elements I like less (sorry). I don't think you missed anything specific, I just am less attracted to some of its elements. Specifically: Reaction Time seems a very interesting realistic idea, but I'm afraid I don't like it much in the final analysis. You gain about -1 tick per +10 in your Reflex save bonus, which is just too course-grained IMO. The problem with it's complexity isn't really with starting combat (where its use is actually simpler than in HeavenShallBurn's system) but rather with its use in interrupting actions. Besides being fairly long (3 seconds?! [url=http://www.visualexpert.com/Resources/reactiontime.html]Driver reaction time is 1.5 seconds, an alert person can make a simple change like depressing a pedal in 0.7 seconds[/url]), this extra bit of realism I fear will complicate and slow down the game, plus give an advantage to high-Reflex characters. It also seems so realistic that I wonder why other times aren't put into the equation, like the time needed to assess the battlefield before deciding on a new action (which CAN indeed take up seconds). Frankly, given that D&D is a heroic game I am inclined to simply let reaction time be effectively zero or at most 1 second (the reaction time of an accomplished martial artist/professional driver can be much lower than that of the average man within his area of expertiese). Movement is also complex, with the need to add up fractions and all. This isn't a problem that isn't shared with our system above, mind you. There are a few other things I dislike. Having actions completed at the end of the action time is far more realistic but I was convinced by Abe.ebA and HeavenShallBurn that making the action at the beginning makes for better gameplay. I also dislike the uniform Action Time (although it is simple), and that BAB lowers the speed of all actions (so a fighter draws out a scroll or casts spells faster than a wizard). (For more realism, have Dexterity lower the action time, perhaps simply using the same table by replacing BAB with Dex in the heading; in this case Max Dex from armor can cap your speed. This is of course highly unbalanced.) Overall, your system looks pretty sound and well. It's simpler in many ways than ours. I don't think you really forgot anything, and I'm sure you can play with it and have lots of fun. It's just less appealing to me than HeavenShallBurn's, sorry. [/QUOTE]
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