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General Tabletop Discussion
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Is It Time To Not Assign Spellcasting Classes ANY Casting Mechanics?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6022325" data-attributes="member: 882"><p>I disagree.</p><p></p><p>Many people are calling for more tactical combat options, such as a grid, and a return to standard/move/minor actions. I'm sure some people would like to see the return of weapon damage type vs. armour type mechanics. There are probably some people that find attack vs. AC too simple, and want a complex maneuvering, thrusting and parrying system.</p><p></p><p>Should we give them a dedicated combat chapter, and let the players and DM decide which system is being used? No. We use the simplest and most straightforward system as the core, and then we offer modules that describe these more complex scenarios - some of which might be available immediately with the publishing of the PHB, some of which might come later. I <em>think</em> that this has been accepted as a reasonable proposition.</p><p></p><p>So why do something special for magic? Why not have the simplest possible core mechanic for spellcasting - a unified mechanic, the same as for physical combat - and then discuss alternatives in a module that may or may not be available immediately?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6022325, member: 882"] I disagree. Many people are calling for more tactical combat options, such as a grid, and a return to standard/move/minor actions. I'm sure some people would like to see the return of weapon damage type vs. armour type mechanics. There are probably some people that find attack vs. AC too simple, and want a complex maneuvering, thrusting and parrying system. Should we give them a dedicated combat chapter, and let the players and DM decide which system is being used? No. We use the simplest and most straightforward system as the core, and then we offer modules that describe these more complex scenarios - some of which might be available immediately with the publishing of the PHB, some of which might come later. I [i]think[/i] that this has been accepted as a reasonable proposition. So why do something special for magic? Why not have the simplest possible core mechanic for spellcasting - a unified mechanic, the same as for physical combat - and then discuss alternatives in a module that may or may not be available immediately? [/QUOTE]
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Is It Time To Not Assign Spellcasting Classes ANY Casting Mechanics?
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