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General Tabletop Discussion
*TTRPGs General
How Do You Get Over All Of The Number Crunching?
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<blockquote data-quote="Angcuru" data-source="post: 860689" data-attributes="member: 10948"><p>That is VERY true. The addition of feats gave the game a bit more detail and depth (rules-wise), but also pushed the concept of the game that much futher from story and into rules & min/maxing. </p><p></p><p>In previous editions, you just have your basic attack and damage, armor, and in the case of druids/mages/clerics, spells. Simple, just enough to get you through the only part of the game that SHOULD have rules: combat. You would know everything you needed to know off the top of your head, and combat went by as fast and smoothly as anyone could imagine(if it weren't for THAC0, it would have been perfect.)</p><p></p><p>Now though, we have all these variables, feats, and other potholes that make every combat different(a plus), but slow it down to the point that most sessions employing combat seem to revolve almost entirely around said combat, since it takes so F*CKING LONG! And besides that, you can't know every little thing about your character off the top of your head(since there's so much), so you end up constantly looking at your char sheet(slowing combat down even more.)</p><p></p><p>The changes made for 3rd edition allow for more variety, but in return for that we have to sacrifice simplicity. The only near-flawless addition was that of skills. You only need to use them now and then, and with just one or two rolls of a d20 you know wether or not something worked. My group only uses skill checks every now and then, to see if we hear or see something, fall off a cliff, etc. It just works.</p><p></p><p>Feats add a lot to the game, but at the same time they are like jamming a stick into the gears of the game.</p></blockquote><p></p>
[QUOTE="Angcuru, post: 860689, member: 10948"] That is VERY true. The addition of feats gave the game a bit more detail and depth (rules-wise), but also pushed the concept of the game that much futher from story and into rules & min/maxing. In previous editions, you just have your basic attack and damage, armor, and in the case of druids/mages/clerics, spells. Simple, just enough to get you through the only part of the game that SHOULD have rules: combat. You would know everything you needed to know off the top of your head, and combat went by as fast and smoothly as anyone could imagine(if it weren't for THAC0, it would have been perfect.) Now though, we have all these variables, feats, and other potholes that make every combat different(a plus), but slow it down to the point that most sessions employing combat seem to revolve almost entirely around said combat, since it takes so F*CKING LONG! And besides that, you can't know every little thing about your character off the top of your head(since there's so much), so you end up constantly looking at your char sheet(slowing combat down even more.) The changes made for 3rd edition allow for more variety, but in return for that we have to sacrifice simplicity. The only near-flawless addition was that of skills. You only need to use them now and then, and with just one or two rolls of a d20 you know wether or not something worked. My group only uses skill checks every now and then, to see if we hear or see something, fall off a cliff, etc. It just works. Feats add a lot to the game, but at the same time they are like jamming a stick into the gears of the game. [/QUOTE]
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