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<blockquote data-quote="Water Bob" data-source="post: 5825992" data-attributes="member: 92305"><p>I tried explaining in that way. He doesn't buy (and I see is point, to an extent), that the spearman should be able to have a good chance of getting off his spear if he's ready for combat, exploring an old ruin where he expecting bad guys, and comes around a corner to see one. </p><p> </p><p>We're looking at 6 seconds of time. The charging guard, 60 foot away, starts on second #1 and attacks around second #6.</p><p> </p><p>The argument he makes is that the 6 seconds should be plenty of time to at least try to get his spear thrown. The way the game plays, he spearman has no chance at all if the guard wins initiative.</p><p> </p><p>I told him that the game takes a cookie-cutter approach, using a one-size fists all rule to cover all situations. Sometimes, you find situations like this where believability is stretched a bit--believability is being stretched in the name of ease of gameplay.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>It's not that I don't understand his point. I do. But, I like to run a RAW game. The rules are in B&W, and everybody knows them. House Rules tend to have unintended consequences down the road.</p><p> </p><p>In spite of that, I'm considering an alteration to the combat round, or making a special combat maneuver using a version of the Ready Action. I'm not sure which.</p><p> </p><p>As I said above, the issues seem to stem from movement--how a character in 3E can move so freaking far before his enemies get to react.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>That means disregarding the structured tactical combat rules in 3E and move to a free-form style of play.</p><p> </p><p>That's not easily done with the 3E rules.</p><p> </p><p>For example, you run into game-rule problems like this:</p><p> </p><p>GM: You move into a room and see two goblins, holding small goblin shields. The goblins look up, smirk, and draw their short swords.</p><p> </p><p>Initiative is thrown. The PC wins initiative.</p><p> </p><p>You: I close to attack the closest goblin.</p><p> </p><p>GM: You move to attack. Roll your swing. The goblin doesn't use his shield for protection. You miss. Now, that goblin attacks you twice, using a Full action, attacking with his short sword and banging you with his shield. The other other goblin moves to flank, attacking last with the flank bonus.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>On the surface, there seems to be no problem with that, right? We've violated a 3E rule playing it that way. What should have happened is that when the PC and the goblins came into line-of-sight of each other, initiative should have been thrown then <em>before the goblins drew their weapons</em>.</p><p> </p><p>By the 3E rules, the PC won initiative, closed to attack the goblin, and missed his attack. Goblin #1....family emergency.</p><p> </p><p> Gotta go.</p><p> </p><p>Finish later.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5825992, member: 92305"] I tried explaining in that way. He doesn't buy (and I see is point, to an extent), that the spearman should be able to have a good chance of getting off his spear if he's ready for combat, exploring an old ruin where he expecting bad guys, and comes around a corner to see one. We're looking at 6 seconds of time. The charging guard, 60 foot away, starts on second #1 and attacks around second #6. The argument he makes is that the 6 seconds should be plenty of time to at least try to get his spear thrown. The way the game plays, he spearman has no chance at all if the guard wins initiative. I told him that the game takes a cookie-cutter approach, using a one-size fists all rule to cover all situations. Sometimes, you find situations like this where believability is stretched a bit--believability is being stretched in the name of ease of gameplay. It's not that I don't understand his point. I do. But, I like to run a RAW game. The rules are in B&W, and everybody knows them. House Rules tend to have unintended consequences down the road. In spite of that, I'm considering an alteration to the combat round, or making a special combat maneuver using a version of the Ready Action. I'm not sure which. As I said above, the issues seem to stem from movement--how a character in 3E can move so freaking far before his enemies get to react. That means disregarding the structured tactical combat rules in 3E and move to a free-form style of play. That's not easily done with the 3E rules. For example, you run into game-rule problems like this: GM: You move into a room and see two goblins, holding small goblin shields. The goblins look up, smirk, and draw their short swords. Initiative is thrown. The PC wins initiative. You: I close to attack the closest goblin. GM: You move to attack. Roll your swing. The goblin doesn't use his shield for protection. You miss. Now, that goblin attacks you twice, using a Full action, attacking with his short sword and banging you with his shield. The other other goblin moves to flank, attacking last with the flank bonus. On the surface, there seems to be no problem with that, right? We've violated a 3E rule playing it that way. What should have happened is that when the PC and the goblins came into line-of-sight of each other, initiative should have been thrown then [I]before the goblins drew their weapons[/I]. By the 3E rules, the PC won initiative, closed to attack the goblin, and missed his attack. Goblin #1....family emergency. Gotta go. Finish later. [/QUOTE]
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