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Has D&D Combat Always Been Slow?
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<blockquote data-quote="Argyle King" data-source="post: 8152870" data-attributes="member: 58416"><p>To me, the current version moves closer to being a board game, and -no- I don't particularly care for the previous D&D versions either. My anecdotal experience has been to feel as though it started somewhat wonky and then became progressively worse as I switched to new(er) editions.</p><p></p><p>As-is, I do not believe the game gives a player a good way to look through the eyes of their character and make a decision which appears to make sense from that perspective. From a strictly-player perspective, the current version ranges from virtually no differentiation between cover and concealment (advantage/disadvantage) to "even after hearing the screen described, I still need to ask the DM if I'm allowed to try stealth here."</p><p></p><p>I've seen arguments suggesting that invisibility (and stealth in general) is too powerful without the current way of handling it. To that, my response would be to say that magic, skills, the general "physicals engine" of the game, and the mindset* from which contemporary designers build the game should be revisited and re-evaluated. </p><p></p><p>*things which allegedly have virtually zero tactical/strategic value (as per the current way of looking at things): flight, infinite ammo with certain spells; a race which is capable of changing their looks at will; ranged attacks without drawbacks; being able to see in the dark; increased mobility & higher movement speed; vehicles and mounts; and invisibility</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8152870, member: 58416"] To me, the current version moves closer to being a board game, and -no- I don't particularly care for the previous D&D versions either. My anecdotal experience has been to feel as though it started somewhat wonky and then became progressively worse as I switched to new(er) editions. As-is, I do not believe the game gives a player a good way to look through the eyes of their character and make a decision which appears to make sense from that perspective. From a strictly-player perspective, the current version ranges from virtually no differentiation between cover and concealment (advantage/disadvantage) to "even after hearing the screen described, I still need to ask the DM if I'm allowed to try stealth here." I've seen arguments suggesting that invisibility (and stealth in general) is too powerful without the current way of handling it. To that, my response would be to say that magic, skills, the general "physicals engine" of the game, and the mindset* from which contemporary designers build the game should be revisited and re-evaluated. *things which allegedly have virtually zero tactical/strategic value (as per the current way of looking at things): flight, infinite ammo with certain spells; a race which is capable of changing their looks at will; ranged attacks without drawbacks; being able to see in the dark; increased mobility & higher movement speed; vehicles and mounts; and invisibility [/QUOTE]
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Has D&D Combat Always Been Slow?
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