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Module Design: Questions, not Answers.
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<blockquote data-quote="Mattachine" data-source="post: 5839866" data-attributes="member: 6678226"><p>I agree that combats were faster in AD&D and 2e. That was especially true if you ignored things like weapon vs. armor, speed factors, "segments", item saves on most attacks, and so forth.</p><p></p><p>In 3e and 4e, the game could also be made simpler by ignoring parts as well: AoO and threatening reach, certain spells (polymorph, anyone?), certain classes, facing (remember 3.0 facing?), level draining, miniatures/counters, etc.</p><p></p><p>Since later editions have streamlined/comprehensive rules, many players feel that the game must be played RAW. But it doesn't have to be. Both in 3e and 4e, I played and DMed in sessions that dispensed with strategic movement/squares, and ran combats by description with a simple map. </p><p></p><p>Again, improvising and making rules judgements is not dependent on a particular edition . . . though editions require more improvisation than others.</p></blockquote><p></p>
[QUOTE="Mattachine, post: 5839866, member: 6678226"] I agree that combats were faster in AD&D and 2e. That was especially true if you ignored things like weapon vs. armor, speed factors, "segments", item saves on most attacks, and so forth. In 3e and 4e, the game could also be made simpler by ignoring parts as well: AoO and threatening reach, certain spells (polymorph, anyone?), certain classes, facing (remember 3.0 facing?), level draining, miniatures/counters, etc. Since later editions have streamlined/comprehensive rules, many players feel that the game must be played RAW. But it doesn't have to be. Both in 3e and 4e, I played and DMed in sessions that dispensed with strategic movement/squares, and ran combats by description with a simple map. Again, improvising and making rules judgements is not dependent on a particular edition . . . though editions require more improvisation than others. [/QUOTE]
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Module Design: Questions, not Answers.
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