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<blockquote data-quote="phindar" data-source="post: 3349064" data-attributes="member: 37198"><p>I think this is an interesting point, because in my opinion most of the combat manuevers are more complex than they need to be. One of my favorite patches to D&D combat was to vastly simplify the way these manuevers were resolved. It was a quick and dirty fix, but it allowed me to add in only the complexity I wanted, that I thought added to the game. Opposed rolls for Tumble and Concentration, more detailed crit and fumble charts, alternative skill uses that allowed for more interpretation in play. (The rule changes fit on one page-- grappling, AoO's, combat manuevers and stunts-- and were simple enough that even though I forgot to bring it to the test session I was running, I was able to run it from memory.) </p><p></p><p></p><p>This is a very good point in that respect, because no matter how good a rule is, if it slows down play its probably not worth it. Every system balances between simple rules that are fast but lack detail, and complex rules that are slower but are more detailed. At either end of the spectrum, play breaks down. Every group has to find their own happy medium.</p></blockquote><p></p>
[QUOTE="phindar, post: 3349064, member: 37198"] I think this is an interesting point, because in my opinion most of the combat manuevers are more complex than they need to be. One of my favorite patches to D&D combat was to vastly simplify the way these manuevers were resolved. It was a quick and dirty fix, but it allowed me to add in only the complexity I wanted, that I thought added to the game. Opposed rolls for Tumble and Concentration, more detailed crit and fumble charts, alternative skill uses that allowed for more interpretation in play. (The rule changes fit on one page-- grappling, AoO's, combat manuevers and stunts-- and were simple enough that even though I forgot to bring it to the test session I was running, I was able to run it from memory.) This is a very good point in that respect, because no matter how good a rule is, if it slows down play its probably not worth it. Every system balances between simple rules that are fast but lack detail, and complex rules that are slower but are more detailed. At either end of the spectrum, play breaks down. Every group has to find their own happy medium. [/QUOTE]
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