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<blockquote data-quote="Lanefan" data-source="post: 5060105" data-attributes="member: 29398"><p>In 1e, the better illusion spells affected all 5 senses, including touch. The obvious outgrowth of this is that an illusion could make you think you were taking damage...could kill you, in fact...if you believed it.</p><p></p><p>3e specifically ruled that illusions only affected sight, sound, and smell (but not taste, for some odd reason) and specifically stated that illusions could not cause damage. </p><p></p><p>I forgot to mention in my original list that I'd add back in Illusionists, and add Necromancers, as their own classes; and otherwise get rid of wizard spell schools (e.g. conjuration, divination, etc.) completely.</p><p></p><p>Re: initiative and turn-based:</p><p></p><p>Simultaneous actions:</p><p></p><p></p><p>Re-rolled initiative:</p><p></p><p></p><p>One thing I just can't stand about a hard-and-fast turn based system is the way everything else completely stops while one character does whatever it does, repeat for each character. Sure it makes for a simpler game, but it's so utterly unrealistic...</p><p></p><p>The following very simple things cannot happen in turn-based combat without house-ruling:</p><p></p><p>- 2 or more characters cannot move as a group</p><p>- 2 or more characters cannot fire a co-ordinated volley of missiles</p><p>- 2 or more foes cannot dramatically run each other through and die together</p><p>- an archer covering a bridge cannot fire at someone who is using their move action to cross it (moves cannot be interrupted; the archer has to fire either before the target starts moving or after it finishes moving, but cannot fire while it's moving and exposed)</p><p></p><p>As for locked-in initiative, it becomes far too easy to plan one's actions based on turn order. Battle is by nature chaotic and unpredictable; the game should reflect this where it can, and re-rolled initiatives are an easy way to do so. (that said, it's much easier if you use a d6 or d10 for initiative instead of a d20, and reduce modifiers to suit)</p><p></p><p>Side thought: why has no-one official ever proposed a timing system that goes 12 1-second segments to the round, 5 rounds to the minute, and uses d12 for initiative? Just because it's called the d20 system doesn't mean a d20 has to be used for everything... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5060105, member: 29398"] In 1e, the better illusion spells affected all 5 senses, including touch. The obvious outgrowth of this is that an illusion could make you think you were taking damage...could kill you, in fact...if you believed it. 3e specifically ruled that illusions only affected sight, sound, and smell (but not taste, for some odd reason) and specifically stated that illusions could not cause damage. I forgot to mention in my original list that I'd add back in Illusionists, and add Necromancers, as their own classes; and otherwise get rid of wizard spell schools (e.g. conjuration, divination, etc.) completely. Re: initiative and turn-based: Simultaneous actions: Re-rolled initiative: One thing I just can't stand about a hard-and-fast turn based system is the way everything else completely stops while one character does whatever it does, repeat for each character. Sure it makes for a simpler game, but it's so utterly unrealistic... The following very simple things cannot happen in turn-based combat without house-ruling: - 2 or more characters cannot move as a group - 2 or more characters cannot fire a co-ordinated volley of missiles - 2 or more foes cannot dramatically run each other through and die together - an archer covering a bridge cannot fire at someone who is using their move action to cross it (moves cannot be interrupted; the archer has to fire either before the target starts moving or after it finishes moving, but cannot fire while it's moving and exposed) As for locked-in initiative, it becomes far too easy to plan one's actions based on turn order. Battle is by nature chaotic and unpredictable; the game should reflect this where it can, and re-rolled initiatives are an easy way to do so. (that said, it's much easier if you use a d6 or d10 for initiative instead of a d20, and reduce modifiers to suit) Side thought: why has no-one official ever proposed a timing system that goes 12 1-second segments to the round, 5 rounds to the minute, and uses d12 for initiative? Just because it's called the d20 system doesn't mean a d20 has to be used for everything... :) Lanefan [/QUOTE]
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