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<blockquote data-quote="I'm A Banana" data-source="post: 3844317" data-attributes="member: 2067"><p>Thanks, mourn! I've gotta say a few things don't make immediate sense to me (why is tick 6 the highest? Because of the d10 pool's mechanics?), but how it reflects the speed of the action is exactly what I was also trying to get at from the d20 side of things.</p><p></p><p>In defense of the complexity, FFZ uses (by default) a highly abstract combat system, so effectively you're tracking speed instead of locations on a battle map. The exact locations of the characters don't matter, so things like movement and positioning are greatly simplified. For the tactical mindset, then, managing your speed becomes important. Go now, and get something done? Save up and go later? Let it all out and maybe be out of commission for a round or two? Those are the questions the players ask themselves rather than where am I, how far can I move, and will I get attacked as I move?</p><p></p><p>But for D&D, I'd LOVE to see anything that makes character speed more than an issue of who goes first in the cycle. While simple, it's TOO simple, in a way that (for instance) moving your characters around isn't. It could use some interesting tactical complexity. Not much, but a little.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3844317, member: 2067"] Thanks, mourn! I've gotta say a few things don't make immediate sense to me (why is tick 6 the highest? Because of the d10 pool's mechanics?), but how it reflects the speed of the action is exactly what I was also trying to get at from the d20 side of things. In defense of the complexity, FFZ uses (by default) a highly abstract combat system, so effectively you're tracking speed instead of locations on a battle map. The exact locations of the characters don't matter, so things like movement and positioning are greatly simplified. For the tactical mindset, then, managing your speed becomes important. Go now, and get something done? Save up and go later? Let it all out and maybe be out of commission for a round or two? Those are the questions the players ask themselves rather than where am I, how far can I move, and will I get attacked as I move? But for D&D, I'd LOVE to see anything that makes character speed more than an issue of who goes first in the cycle. While simple, it's TOO simple, in a way that (for instance) moving your characters around isn't. It could use some interesting tactical complexity. Not much, but a little. [/QUOTE]
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