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"I hate math"
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<blockquote data-quote="Droogie" data-source="post: 1646490" data-attributes="member: 1298"><p>Erg....I've been reading this thread with earnest and I'm also curious how folks can streamline the game without losing the flexibility.</p><p></p><p>I hate to admit this to myself, but I think there is such a thing as too many options. Is it possible that some feats can be consolidated? Why must we have Dodge and Mobility? Do we have to nickel-and-dime the players to death? Maybe you could roll those feats into the Acrobatic feat and just give the character a straight +2 to AC. Of course, there are ramifications to that (ohhh everyone will want that feat now!) but could'nt we just put more stringent prereqs on some feats? </p><p></p><p>What frusturates me about the game is that they took some truly brilliant game mechanics (skill rolls vs. a DC, three saving throws instead of 6, blah blah) and somehow wound up with a game that is more complicated to play than previous additions. </p><p></p><p>Remember when we only had one AC? How did we wind up with three? </p><p></p><p>I'm not sure feats were such a good idea. As previously mentioned, its not the math that's the problem- everyone can do simple arithmetic, for crissakes - its the overwhelming options and situational modifiers that bring the game to a screeching halt. Piles of feats kinda makes life difficult. No wonder the game rule FAQ is so huge. Skip Williams must be popping lots of tylenol these days.</p><p></p><p>Since I'm ranting, I might as well mention that the rules aren't just a constant battle between simplicity and realism. Don't forget the third axis: balance. Balance is the reason why wizards need to roll percentile dice to cast a spell in armor. Sure it works, but do we really think a few layers of leather or a guantlet hinders our ability to cast an arcane spell, where the same is not true of divine spells? I guess divine casters don't wiggle their fingers the same way. Its balanced I suppose, but I don't find it terribly realistic and there must be a way to simplify it even further.</p><p>Balance is the reason why we have AoOs. Is there some way we can eliminate them? Is there a more elegant way we can limit mobility during combat without getting confused about initiative order or trying to keep track of who had their AoO this round and who hasn't? </p><p></p><p>The refinement of the game will continue. I used to dread the possibilty of a 4th edition someday, but now I think I'm beginning to look forward to it. Sure, most of my books will become obsolete, but I don't use most of them anyway. </p><p></p><p>I have no point. Don't care. Just needed to yap.</p></blockquote><p></p>
[QUOTE="Droogie, post: 1646490, member: 1298"] Erg....I've been reading this thread with earnest and I'm also curious how folks can streamline the game without losing the flexibility. I hate to admit this to myself, but I think there is such a thing as too many options. Is it possible that some feats can be consolidated? Why must we have Dodge and Mobility? Do we have to nickel-and-dime the players to death? Maybe you could roll those feats into the Acrobatic feat and just give the character a straight +2 to AC. Of course, there are ramifications to that (ohhh everyone will want that feat now!) but could'nt we just put more stringent prereqs on some feats? What frusturates me about the game is that they took some truly brilliant game mechanics (skill rolls vs. a DC, three saving throws instead of 6, blah blah) and somehow wound up with a game that is more complicated to play than previous additions. Remember when we only had one AC? How did we wind up with three? I'm not sure feats were such a good idea. As previously mentioned, its not the math that's the problem- everyone can do simple arithmetic, for crissakes - its the overwhelming options and situational modifiers that bring the game to a screeching halt. Piles of feats kinda makes life difficult. No wonder the game rule FAQ is so huge. Skip Williams must be popping lots of tylenol these days. Since I'm ranting, I might as well mention that the rules aren't just a constant battle between simplicity and realism. Don't forget the third axis: balance. Balance is the reason why wizards need to roll percentile dice to cast a spell in armor. Sure it works, but do we really think a few layers of leather or a guantlet hinders our ability to cast an arcane spell, where the same is not true of divine spells? I guess divine casters don't wiggle their fingers the same way. Its balanced I suppose, but I don't find it terribly realistic and there must be a way to simplify it even further. Balance is the reason why we have AoOs. Is there some way we can eliminate them? Is there a more elegant way we can limit mobility during combat without getting confused about initiative order or trying to keep track of who had their AoO this round and who hasn't? The refinement of the game will continue. I used to dread the possibilty of a 4th edition someday, but now I think I'm beginning to look forward to it. Sure, most of my books will become obsolete, but I don't use most of them anyway. I have no point. Don't care. Just needed to yap. [/QUOTE]
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