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<blockquote data-quote="Herremann the Wise" data-source="post: 5742041" data-attributes="member: 11300"><p>Reading through Monte's article again, he really is looking to separate movement from other actions such as attacking or casting spells. It seems everyone is still looking to jam movement back in, not wanting to fundamentally let go of the current structure. And I don't think Monte necessarily "does" want to change that but he's pondering how the game would change and what would be needed for it to work if there was a choice between moving and attacking. I think all Monte is looking for here is for his reader's to genuinely think about how the game would work with just one main thing your character does (such as move or attack or cast) so that the supplementary stuff (picking something up or down, opening a door etc.) can be hand-waived. He's not saying that this is the way it should go, he's just asking us to think about the ramifications.</p><p></p><p>In this regard, I think there might be a neat way of framing this:</p><p></p><p><strong>Imagine that a round is 3 seconds long.</strong></p><p></p><p>Now at the moment, it would seem that attacking trumps moving every time. What could be done to "moving" so that the choice between movement and attacking is a little more balanced? How would you make this work?</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5742041, member: 11300"] Reading through Monte's article again, he really is looking to separate movement from other actions such as attacking or casting spells. It seems everyone is still looking to jam movement back in, not wanting to fundamentally let go of the current structure. And I don't think Monte necessarily "does" want to change that but he's pondering how the game would change and what would be needed for it to work if there was a choice between moving and attacking. I think all Monte is looking for here is for his reader's to genuinely think about how the game would work with just one main thing your character does (such as move or attack or cast) so that the supplementary stuff (picking something up or down, opening a door etc.) can be hand-waived. He's not saying that this is the way it should go, he's just asking us to think about the ramifications. In this regard, I think there might be a neat way of framing this: [B]Imagine that a round is 3 seconds long.[/B] Now at the moment, it would seem that attacking trumps moving every time. What could be done to "moving" so that the choice between movement and attacking is a little more balanced? How would you make this work? Best Regards Herremann the Wise [/QUOTE]
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