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<blockquote data-quote="Ranger REG" data-source="post: 1335885" data-attributes="member: 533"><p>Which roleplaying community? Anyone who does not play the latest <em>D&D</em> edition? Anyone who just bashes <em>D&D</em> out of jealousy because what they're playing is not being played by the majority of roleplayers?</p><p></p><p>Or are you just talking about the <em>D&D</em> community at large?</p><p></p><p></p><p></p><p>Imaginations, like rules, comes from the minds of the gamer. Imaginations does not need written instructions. While the game is based on stats being interacted (roll die, determine hit, roll damage if any), it is up to the gamer to "imagine" and narrates his action while the GM narrates the consequences or result of the player's action.</p><p></p><p></p><p></p><p>Unless you're a computer, you really cannot adjudicate a combat encounter in real-time. While abstract, the system allows a much easier method of resolving this encounter with less confusion.</p><p></p><p>As for facing, I doubt anyone is going to stand in one direction for the entire six seconds. One would constantly moves around, especially if he feels that danger is coming not just in front of him, but his flanks and rear.</p><p></p><p>One should note that the two aforementioned methods takes it roots in classic wargames.</p><p></p><p></p><p></p><p>Unfortunately, it is with real life. Can you honestly gauge the distance or area you need to cast a <em>fireball</em> or make a charge attack? That's why I don't let my players physically count the squares (I swatted their hands with a bamboo), they have to do it in their heads. Tactical imagination is just as good as creative imagination.</p><p></p><p></p><p></p><p>As a whole, or just some things in particular?</p><p></p><p>Well, tumbling is a skill, so that is a moot point.</p><p></p><p>Feats like Spring Attack allow "bending" of the normal rules. It does not guarantee automatic success, you still need to hit your target.</p><p></p><p>Granted, some feats are questionable but others, depending on their prerequisites and benefit, are good. That's up to the GM to decide if he wants it in his game.</p><p></p><p>While you have a core <em>d20</em> system, the OGL allows you to take the ruleset and spawn off into many different variants, to tailor it especially for certain games, like <em>d20 Modern, Spycraft, BESM d20,</em> and <em>Mutants & Masterminds.</em> The system is constantly evolving, at the whim of the game designers. I suggest you find one that is most suitable for you.</p><p></p><p>You can either view the ruleset as definitive or, as many veteran gamers tend to look at them, you can view it as a set of guidelines.</p></blockquote><p></p>
[QUOTE="Ranger REG, post: 1335885, member: 533"] Which roleplaying community? Anyone who does not play the latest [i]D&D[/i] edition? Anyone who just bashes [i]D&D[/i] out of jealousy because what they're playing is not being played by the majority of roleplayers? Or are you just talking about the [i]D&D[/i] community at large? Imaginations, like rules, comes from the minds of the gamer. Imaginations does not need written instructions. While the game is based on stats being interacted (roll die, determine hit, roll damage if any), it is up to the gamer to "imagine" and narrates his action while the GM narrates the consequences or result of the player's action. Unless you're a computer, you really cannot adjudicate a combat encounter in real-time. While abstract, the system allows a much easier method of resolving this encounter with less confusion. As for facing, I doubt anyone is going to stand in one direction for the entire six seconds. One would constantly moves around, especially if he feels that danger is coming not just in front of him, but his flanks and rear. One should note that the two aforementioned methods takes it roots in classic wargames. Unfortunately, it is with real life. Can you honestly gauge the distance or area you need to cast a [i]fireball[/i] or make a charge attack? That's why I don't let my players physically count the squares (I swatted their hands with a bamboo), they have to do it in their heads. Tactical imagination is just as good as creative imagination. As a whole, or just some things in particular? Well, tumbling is a skill, so that is a moot point. Feats like Spring Attack allow "bending" of the normal rules. It does not guarantee automatic success, you still need to hit your target. Granted, some feats are questionable but others, depending on their prerequisites and benefit, are good. That's up to the GM to decide if he wants it in his game. While you have a core [i]d20[/i] system, the OGL allows you to take the ruleset and spawn off into many different variants, to tailor it especially for certain games, like [i]d20 Modern, Spycraft, BESM d20,[/i] and [i]Mutants & Masterminds.[/i] The system is constantly evolving, at the whim of the game designers. I suggest you find one that is most suitable for you. You can either view the ruleset as definitive or, as many veteran gamers tend to look at them, you can view it as a set of guidelines. [/QUOTE]
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