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Is D&D "about" combat?
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<blockquote data-quote="Hussar" data-source="post: 5650023" data-attributes="member: 22779"><p>Yes, thank you, I do realize that.</p><p></p><p>Look, ship to ship combat right? That means ballistae and catapults. Heck, even a heavy crossbow has a range of what 1500 feet? So, yes, you're engaging in combats at several hundred feet away.</p><p></p><p>Now, plot that on a battle map. Include sandbars and possibly more than one ship.</p><p></p><p>Now, each ship has two ballista and one catapult with crews for each. They also have a dozen or two dozen guys with bows. That's a couple of dozen attacks to resolve EVERY ROUND. Never minding spells and other effects.</p><p></p><p>3e combat is set for a FIVE FOOT scale. And a six second round. Again, I'm not saying it can't be done. I KNOW it can be done. I KNOW you can change the rules to get it done. I KNOW this because I spent a number of years actually DOING it and not just blowing wind on some message board claiming how easy it is.</p><p></p><p>If it was as easy as you claim, then why are there more than half a dozen different d20 rulesets for doing it? You'd think something so basic and simple would be covered very easily and quickly.</p><p></p><p>Hey, like I said, if you can do this quickly and easily and parse the ruleset down to something that runs in less than four hours, let's see it. I tried for years and couldn't do it and apparently no one else could either.</p><p></p><p>Gimme a break here. It has nothing to do with seeing the game as a "tactical combat" game and everything with trying to do a particular kind of campaign justice. I mean, heck, even WOTC threw up their hands on this. Their answer to naval combat was to run it cinematically and hand wave the whole thing. There's a reason that there is a grand total of ONE ship to ship combat in 12 adventures of the Savage Tide AP.</p><p></p><p>The ruleset really, really doesn't support company level (100 ish combatants) combat.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5650023, member: 22779"] Yes, thank you, I do realize that. Look, ship to ship combat right? That means ballistae and catapults. Heck, even a heavy crossbow has a range of what 1500 feet? So, yes, you're engaging in combats at several hundred feet away. Now, plot that on a battle map. Include sandbars and possibly more than one ship. Now, each ship has two ballista and one catapult with crews for each. They also have a dozen or two dozen guys with bows. That's a couple of dozen attacks to resolve EVERY ROUND. Never minding spells and other effects. 3e combat is set for a FIVE FOOT scale. And a six second round. Again, I'm not saying it can't be done. I KNOW it can be done. I KNOW you can change the rules to get it done. I KNOW this because I spent a number of years actually DOING it and not just blowing wind on some message board claiming how easy it is. If it was as easy as you claim, then why are there more than half a dozen different d20 rulesets for doing it? You'd think something so basic and simple would be covered very easily and quickly. Hey, like I said, if you can do this quickly and easily and parse the ruleset down to something that runs in less than four hours, let's see it. I tried for years and couldn't do it and apparently no one else could either. Gimme a break here. It has nothing to do with seeing the game as a "tactical combat" game and everything with trying to do a particular kind of campaign justice. I mean, heck, even WOTC threw up their hands on this. Their answer to naval combat was to run it cinematically and hand wave the whole thing. There's a reason that there is a grand total of ONE ship to ship combat in 12 adventures of the Savage Tide AP. The ruleset really, really doesn't support company level (100 ish combatants) combat. [/QUOTE]
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