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Fluff and Mechanics in 5e
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<blockquote data-quote="MichaelSomething" data-source="post: 5902139" data-attributes="member: 51168"><p>Well the main reason you can't double mark is that early testing proved it to be stupid powerful and the designers killed it in the name of not wrecking the game (but that's faulty memory talking here). If you really wanted to double mark, it would be quite possible to develop the powers/feats/whatever needed to make double marking work. That would be quite flavorful since it would represent two characters developing the teamwork/skills/SOP needed to pull off a complicated team maneuver. I'm not going to go into details about the mechanics of it due to simply not wanting to (but I'm sure it can be done).</p><p></p><p>Also, hasn't D&D has always been designed with the intent of being a fun game first and a simulation second? While I never read the AD&D books, people have quoted a part of it saying as much. If you want "a fluff first approach, supported by representative and flavourful mechanics" in your game and don't mind rules that are "cumbersome some of the time", then you should totally check out <a href="http://www.sjgames.com/gurps/" target="_blank">GURPS</a>. I never played it myself, but it seems to be build from the ground up to be like that. If switching systems is too much of a pain, but adding house rules isn't, then go buy the <a href="http://rpg.drivethrustuff.com/product/58045/Codex-Martialis-V1.0" target="_blank">Codex Martailis</a>, produced by our very own Galloglaich! It's the only melee weapons RPG combat system designed by a person who actually studies and practices melee combat!</p></blockquote><p></p>
[QUOTE="MichaelSomething, post: 5902139, member: 51168"] Well the main reason you can't double mark is that early testing proved it to be stupid powerful and the designers killed it in the name of not wrecking the game (but that's faulty memory talking here). If you really wanted to double mark, it would be quite possible to develop the powers/feats/whatever needed to make double marking work. That would be quite flavorful since it would represent two characters developing the teamwork/skills/SOP needed to pull off a complicated team maneuver. I'm not going to go into details about the mechanics of it due to simply not wanting to (but I'm sure it can be done). Also, hasn't D&D has always been designed with the intent of being a fun game first and a simulation second? While I never read the AD&D books, people have quoted a part of it saying as much. If you want "a fluff first approach, supported by representative and flavourful mechanics" in your game and don't mind rules that are "cumbersome some of the time", then you should totally check out [URL="http://www.sjgames.com/gurps/"]GURPS[/URL]. I never played it myself, but it seems to be build from the ground up to be like that. If switching systems is too much of a pain, but adding house rules isn't, then go buy the [URL="http://rpg.drivethrustuff.com/product/58045/Codex-Martialis-V1.0"]Codex Martailis[/URL], produced by our very own Galloglaich! It's the only melee weapons RPG combat system designed by a person who actually studies and practices melee combat! [/QUOTE]
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