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How did 4e take simulation away from D&D?
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<blockquote data-quote="delericho" data-source="post: 5491755" data-attributes="member: 22424"><p>Just for fun: three of my favourite 4e rules absurdities put together.</p><p></p><p>Joe is a 1st level Human Fighter, with a 20 Str, trained in Athletics, and with Skill Focus(Athletics), for a total skill modifier of +13. Here's the layout:</p><p></p><p>[code] 1....J.....</p><p> 2..........</p><p> 3....A.....</p><p> 4.......... (Chasm)</p><p> 5.......... (Chasm)</p><p> 6.B..D..... (Chasm)</p><p> 7.......... (Chasm)</p><p> 8.......... (Chasm)</p><p> 9....C.....[/code]</p><p></p><p>Joe starts his turn at position J, with a dragonet (or other Small-Medium flyer) at position D.</p><p></p><p>Per the rules, it is valid for Joe to move to position A, jump diagonally to B, and then on to position C, thus jumping <em>around</em> the dragonet without risking an AoO.</p><p></p><p>Using the assumed scale of 1 square = 5 feet, that's a 30 foot jump, which is just over the current World Record. If diagonals had their 'real' length, it would be considerably more. And, of course, it's impossible to jump in that manner.</p><p></p><p><em>At 1st level</em>, per the rules as written, Joe has a 20% chance of success (DC 30, means he needs to roll a '17' +13 or better).</p><p></p><p>The three absurdities:</p><p></p><p>1) At 1st level, Joe can jump further than our World Record holder. At that point, at 1st level, he's already superhuman.</p><p></p><p>2) The diagonal thing, as we've discussed here.</p><p></p><p>3) There's no rule that you can't change direction in the middle of a jump. This is actually a necessary trade-off - since you can't move diagonally around hard corners, one could build a 5ft wide corridor with a turn, place a pit trap at the corner, and nobody could jump across!</p><p></p><p>Obviously, this is an extreme (and silly) example. I just thought it would be fun to think about for a moment. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="delericho, post: 5491755, member: 22424"] Just for fun: three of my favourite 4e rules absurdities put together. Joe is a 1st level Human Fighter, with a 20 Str, trained in Athletics, and with Skill Focus(Athletics), for a total skill modifier of +13. Here's the layout: [code] 1....J..... 2.......... 3....A..... 4.......... (Chasm) 5.......... (Chasm) 6.B..D..... (Chasm) 7.......... (Chasm) 8.......... (Chasm) 9....C.....[/code] Joe starts his turn at position J, with a dragonet (or other Small-Medium flyer) at position D. Per the rules, it is valid for Joe to move to position A, jump diagonally to B, and then on to position C, thus jumping [i]around[/i] the dragonet without risking an AoO. Using the assumed scale of 1 square = 5 feet, that's a 30 foot jump, which is just over the current World Record. If diagonals had their 'real' length, it would be considerably more. And, of course, it's impossible to jump in that manner. [i]At 1st level[/i], per the rules as written, Joe has a 20% chance of success (DC 30, means he needs to roll a '17' +13 or better). The three absurdities: 1) At 1st level, Joe can jump further than our World Record holder. At that point, at 1st level, he's already superhuman. 2) The diagonal thing, as we've discussed here. 3) There's no rule that you can't change direction in the middle of a jump. This is actually a necessary trade-off - since you can't move diagonally around hard corners, one could build a 5ft wide corridor with a turn, place a pit trap at the corner, and nobody could jump across! Obviously, this is an extreme (and silly) example. I just thought it would be fun to think about for a moment. :p [/QUOTE]
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