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<blockquote data-quote="mlund" data-source="post: 5930163" data-attributes="member: 50304"><p>Yup. That's all we had to play test with. Infer rules not in the supplied rules set by drawing on the conventions of prior editioed or implicitly customizing the play-test with house rules makes for less useful feedback. Instead it seems more constructive to illustrate gaps and saying explicitly, "I had to add this because the rules omitted it, and this was not a hedge case."</p><p></p><p></p><p></p><p>Why would I assume it <strong>is</strong> the same as a prior edition? That's not the rules set we were given to test. It's also not a rules set a new DM would be familiar with so it would be a defect in accessibility.</p><p></p><p></p><p></p><p>There aren't any rules to prohibit it in this version we have to work wit, and prior versions of D&D I've played either didn't give character's expanded personal space (OD&D, AD&D) or were grid-based (3, 3.5, 4E). Both our play tests were Theatre of the Mind only.</p><p></p><p></p><p></p><p>I don't recall anything preventing it in AD&D, though 3 3.5 and 4 all had OAs but also had reach weapons to fight in ranks too.</p><p></p><p></p><p></p><p>"Fair" is a horribly subjective term - especially looking at all the varied play test feedback and even prior discussions. From people cheering for PCs being wiped out by chain-triggered encounters because, "It's good characters aren't super heroes anymore" to people arguing Quadratic wizards just leads me to believe that hand-waiving fundamentals like "who can come or go where in a fight" off to the DM isn't going to typify a good product. Hence, pointing out those gaps should be plugged strikes me as necessary and constructive criticism.</p><p></p><p></p><p></p><p>I'm not sure how to be any more deliberate than explicitly writing, "Double your movement."</p><p></p><p></p><p></p><p>So was my text implying anything of the sort, or was the experience of text from the Hustle rules and previous editions' ways of writing out Charge and Withdraw causing you to infer such a meaning?</p><p></p><p></p><p></p><p>Cut my teeth originally with Basic and AD&D without mats. It was TotM and it was a complete jumbled and arbitrary mess when it came to tactical combat considerations. It was often just, "You're all in this room. Everybody can hit everybody. Try to get out of the way of Fireballs. Roll a bunch of dice."</p><p></p><p>Heck, in retrospect nobody ever complained about a lack of OAs in Werewolf, Vampire, or Mage, though. I suppose the de-emphasis on tactical melee combat as a critical factor may have played into it. I mean, everybody had crazy superpowers and could have guns to boot. People were more concerned with soak rolls, dodge rolls, and aggregated damage than trying to keep people from moving about in melee. </p><p></p><p>- Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 5930163, member: 50304"] Yup. That's all we had to play test with. Infer rules not in the supplied rules set by drawing on the conventions of prior editioed or implicitly customizing the play-test with house rules makes for less useful feedback. Instead it seems more constructive to illustrate gaps and saying explicitly, "I had to add this because the rules omitted it, and this was not a hedge case." Why would I assume it [b]is[/b] the same as a prior edition? That's not the rules set we were given to test. It's also not a rules set a new DM would be familiar with so it would be a defect in accessibility. There aren't any rules to prohibit it in this version we have to work wit, and prior versions of D&D I've played either didn't give character's expanded personal space (OD&D, AD&D) or were grid-based (3, 3.5, 4E). Both our play tests were Theatre of the Mind only. I don't recall anything preventing it in AD&D, though 3 3.5 and 4 all had OAs but also had reach weapons to fight in ranks too. "Fair" is a horribly subjective term - especially looking at all the varied play test feedback and even prior discussions. From people cheering for PCs being wiped out by chain-triggered encounters because, "It's good characters aren't super heroes anymore" to people arguing Quadratic wizards just leads me to believe that hand-waiving fundamentals like "who can come or go where in a fight" off to the DM isn't going to typify a good product. Hence, pointing out those gaps should be plugged strikes me as necessary and constructive criticism. I'm not sure how to be any more deliberate than explicitly writing, "Double your movement." So was my text implying anything of the sort, or was the experience of text from the Hustle rules and previous editions' ways of writing out Charge and Withdraw causing you to infer such a meaning? Cut my teeth originally with Basic and AD&D without mats. It was TotM and it was a complete jumbled and arbitrary mess when it came to tactical combat considerations. It was often just, "You're all in this room. Everybody can hit everybody. Try to get out of the way of Fireballs. Roll a bunch of dice." Heck, in retrospect nobody ever complained about a lack of OAs in Werewolf, Vampire, or Mage, though. I suppose the de-emphasis on tactical melee combat as a critical factor may have played into it. I mean, everybody had crazy superpowers and could have guns to boot. People were more concerned with soak rolls, dodge rolls, and aggregated damage than trying to keep people from moving about in melee. - Marty Lund [/QUOTE]
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