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<blockquote data-quote="Raven Crowking" data-source="post: 4984963" data-attributes="member: 18280"><p>Another really transparent straw man?</p><p></p><p>I find three 10 minute battles with actual options with mechanical impact for fighters much, much, much more fun than a single 30 minute one. </p><p></p><p>At the end of the day, IME, mechanical impact has more effect on a fast fight than it does on a slow fight as well. 3.x, with its focus on the battle grid, for instance, tended (again IME) to make players choose the same options over and over because all other options were suboptimal and the system put monsters and PCs on such a par that suboptimal decisions could result in a TPK. Using a slower attrition model (ala OSRIC and the game it represents) allows for a wider range of choices to be useful (and hence allows for more mechanical variety within any given combat, or set of combats) while a system that allows for non-grid mechanical choices means that the players can try lots of stuff.</p><p></p><p>During our last RCFG session, the sorcerer's player was strongly considering taking a more martial level when he attained enough XP. It's a good feeling! </p><p></p><p>I guess to each his own. (shrug)</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4984963, member: 18280"] Another really transparent straw man? I find three 10 minute battles with actual options with mechanical impact for fighters much, much, much more fun than a single 30 minute one. At the end of the day, IME, mechanical impact has more effect on a fast fight than it does on a slow fight as well. 3.x, with its focus on the battle grid, for instance, tended (again IME) to make players choose the same options over and over because all other options were suboptimal and the system put monsters and PCs on such a par that suboptimal decisions could result in a TPK. Using a slower attrition model (ala OSRIC and the game it represents) allows for a wider range of choices to be useful (and hence allows for more mechanical variety within any given combat, or set of combats) while a system that allows for non-grid mechanical choices means that the players can try lots of stuff. During our last RCFG session, the sorcerer's player was strongly considering taking a more martial level when he attained enough XP. It's a good feeling! I guess to each his own. (shrug) [/QUOTE]
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