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"I hate math"
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<blockquote data-quote="Saeviomagy" data-source="post: 1653366" data-attributes="member: 5890"><p>So what you're saying is:</p><p></p><p>Neither system is remotely gamist. Both are primarily narrativist.</p><p></p><p>Is that it?</p><p></p><p>Because it sounds like that's your point. Neither of the systems you describe have the remotest essence of tactical play, which is more-or-less the primary focus of D&D's conflict system.</p><p></p><p>I don't think a paradigm shift will do much except wholly alter the experience of playing D&D. If you think that's a good thing, great.</p><p></p><p>Otherwise stick to eliminating exceptions from the game.</p><p></p><p>Frex: all bonuses which go away when you are surprised are now applied to touch AC. All bonuses which stick around are applied to flat footed AC. All bonuses without the same name are stacked for normal AC. No remembering force effects. No remembering deflection or whatever. It's either touch AC or it's not. It's either flatfooted ac or it's not.</p><p></p><p>Power attack does not apply for actions outside your round. Now you don't need to remember it for AoOs.</p><p></p><p>Expertise is put into action on the first attack against you in a round, and lasts until the end of your turn. Now you don't need to remember whether you attacked recently, and how much you expertised for unless you use it to avoid a hit.</p><p></p><p>Dodge is a flat +1 dodge bonus to AC. Now it can be recorded on your sheet ahead of combat.</p><p></p><p>The timing on all spells is now the following</p><p>times of 1rd/level last for 1 combat, or one action.</p><p>times of 1min/level (or thereabouts) last for 1 'scene'. ie - they basically last until theres a break in the action (anyone takes 20, anyone has a bit of a rest, anyone declares a bunch of actions all at once).</p><p>Times of 1hr/level last for a session or a day, whichever is less.</p><p></p><p>Times beyond that just don't matter</p><p></p><p>Use UA's damage save mechanic for the monsters so you never need to keep track of hitpoints.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1653366, member: 5890"] So what you're saying is: Neither system is remotely gamist. Both are primarily narrativist. Is that it? Because it sounds like that's your point. Neither of the systems you describe have the remotest essence of tactical play, which is more-or-less the primary focus of D&D's conflict system. I don't think a paradigm shift will do much except wholly alter the experience of playing D&D. If you think that's a good thing, great. Otherwise stick to eliminating exceptions from the game. Frex: all bonuses which go away when you are surprised are now applied to touch AC. All bonuses which stick around are applied to flat footed AC. All bonuses without the same name are stacked for normal AC. No remembering force effects. No remembering deflection or whatever. It's either touch AC or it's not. It's either flatfooted ac or it's not. Power attack does not apply for actions outside your round. Now you don't need to remember it for AoOs. Expertise is put into action on the first attack against you in a round, and lasts until the end of your turn. Now you don't need to remember whether you attacked recently, and how much you expertised for unless you use it to avoid a hit. Dodge is a flat +1 dodge bonus to AC. Now it can be recorded on your sheet ahead of combat. The timing on all spells is now the following times of 1rd/level last for 1 combat, or one action. times of 1min/level (or thereabouts) last for 1 'scene'. ie - they basically last until theres a break in the action (anyone takes 20, anyone has a bit of a rest, anyone declares a bunch of actions all at once). Times of 1hr/level last for a session or a day, whichever is less. Times beyond that just don't matter Use UA's damage save mechanic for the monsters so you never need to keep track of hitpoints. [/QUOTE]
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