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<blockquote data-quote="parvatiquinta" data-source="post: 4189974" data-attributes="member: 61848"><p>I trust it is not hard at all to turn squares back to feet (especially as you only need to do the maths once, when you write it down on your sheet). What does strike me as possibly hard to do without some visual aid are AoO and keeping track of everyone's position to make sure you're in range for certain powers.</p><p>But I don't mind that too much as I've been using some kind of visual aid for battle scenes since before 3.X was out.</p><p></p><p></p><p>Was that in a single attack, however? The problem with 3.X was that a first level fighter could fall after a single swing of a weapon deadly enough (not to mention the poor mage).</p><p></p><p></p><p>Special powers are there to add variety (and their effect isn't only increased damage, if you have a look at the monster collection, you'll see what I mean). Anyway, the simplification strikes at higher levels, especially when you start dealing with supernatural monsters. If you're not familiar with the 3.X headache you probably won't notice that just flipping the excerpts we've been shown so far, however.</p><p></p><p></p><p>While I of course can't tell you what's written in the books, when I played a similar scene at my own table, there was roleplaying involved as well as the die roll. But this part is no news, as is no news the debate over "social" skills with people who feel they should be roleplayed only, people who feel they should be rolled only (like that DM seems to be) and people who stay somewhere in between like me.</p><p>What is indeed new, at least to D&D, is that the player is allowed to take part in the scene building choosing the skill to be used - that used to be the DM's exclusive.</p><p></p><p></p><p>I haven't played first edition AD&D, I started out with BECMI however. The <em>only</em> rules you have in BECMI are combat rules. D&D4 actually has more for non-combat scenes <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="parvatiquinta, post: 4189974, member: 61848"] I trust it is not hard at all to turn squares back to feet (especially as you only need to do the maths once, when you write it down on your sheet). What does strike me as possibly hard to do without some visual aid are AoO and keeping track of everyone's position to make sure you're in range for certain powers. But I don't mind that too much as I've been using some kind of visual aid for battle scenes since before 3.X was out. Was that in a single attack, however? The problem with 3.X was that a first level fighter could fall after a single swing of a weapon deadly enough (not to mention the poor mage). Special powers are there to add variety (and their effect isn't only increased damage, if you have a look at the monster collection, you'll see what I mean). Anyway, the simplification strikes at higher levels, especially when you start dealing with supernatural monsters. If you're not familiar with the 3.X headache you probably won't notice that just flipping the excerpts we've been shown so far, however. While I of course can't tell you what's written in the books, when I played a similar scene at my own table, there was roleplaying involved as well as the die roll. But this part is no news, as is no news the debate over "social" skills with people who feel they should be roleplayed only, people who feel they should be rolled only (like that DM seems to be) and people who stay somewhere in between like me. What is indeed new, at least to D&D, is that the player is allowed to take part in the scene building choosing the skill to be used - that used to be the DM's exclusive. I haven't played first edition AD&D, I started out with BECMI however. The [i]only[/i] rules you have in BECMI are combat rules. D&D4 actually has more for non-combat scenes ;) [/QUOTE]
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