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Has D&D become too...D&Dish?
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<blockquote data-quote="Raven Crowking" data-source="post: 2911243" data-attributes="member: 18280"><p>It seems likely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>It seems to me that it isn't what you can do that makes the round take so long, but figuring out what to do. From my perspective as DM, I can move the opponents as fast as ever. I either have notes as to what they will do, or I don't care if their actions are sub-optimal. I want to keep the game flowing.</p><p></p><p>From the PC side of the table, though, sub-optimal actions are potentially lethal actions. So, from that plethora of choices, what do you choose to do? Moreover, although the system is designed to allow the PCs to perform cool stunts, all too often all that hemming and hawing about what to do ends up with the exact same set of combat actions that happened the round before.</p><p></p><p>I really need to inject an extra helping of Iron Heroes into the combat rules at my table. At least that way, for the time spent, there'll be more bang for the buck. Otherwise, thus far, swashbuckling cards and action points seem to be the best bet.</p><p></p><p></p><p></p><p>Here we agree. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p>Again, I agree that it can be done. H.G. Wells wrote a story or two, for example, about magic shops that were pretty well done. But I also think it most often is not done well. Nor is a magic shop the kind of thing that works well in every setting. IMHO, and IME, the magic shop hurts more games than it helps (but those that it helps can be spectacular).</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2911243, member: 18280"] It seems likely. :D It seems to me that it isn't what you can do that makes the round take so long, but figuring out what to do. From my perspective as DM, I can move the opponents as fast as ever. I either have notes as to what they will do, or I don't care if their actions are sub-optimal. I want to keep the game flowing. From the PC side of the table, though, sub-optimal actions are potentially lethal actions. So, from that plethora of choices, what do you choose to do? Moreover, although the system is designed to allow the PCs to perform cool stunts, all too often all that hemming and hawing about what to do ends up with the exact same set of combat actions that happened the round before. I really need to inject an extra helping of Iron Heroes into the combat rules at my table. At least that way, for the time spent, there'll be more bang for the buck. Otherwise, thus far, swashbuckling cards and action points seem to be the best bet. Here we agree. :D Again, I agree that it can be done. H.G. Wells wrote a story or two, for example, about magic shops that were pretty well done. But I also think it most often is not done well. Nor is a magic shop the kind of thing that works well in every setting. IMHO, and IME, the magic shop hurts more games than it helps (but those that it helps can be spectacular). RC [/QUOTE]
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