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<blockquote data-quote="GX.Sigma" data-source="post: 6105044" data-attributes="member: 6690511"><p>Yeah, about that... have you read those rules yet? Because I have, and hoo boy. It's exactly like the rest of the packet: stunningly, jaw-droppingly overcomplicated, and massively disappointing as a result. It's like old-school D&D exploration rules as imagined by someone who never played old-school D&D (or, more likely, as interpreted by someone who worked on 3e and 4e and thought "This is boring. You know what it needs? More complex rules!").</p><p></p><p>Let's take a look:</p><p></p><p>First, you decide how fast you're moving: rushed, fast, moderate, cautious. Fine.</p><p></p><p>Then everyone chooses which task they're doing on this turn: keeping watch, navigating, mapping, searching, sneaking. Oh, actually, wait. First, they have to roll dice to see how many tasks they can do. If they succeed, they can do two tasks, and get to roll again to see if they can do three tasks. (Die rolls: 1-2 per player)</p><p></p><p>Then, based on everyone's task(s), the round plays out. Nearly every task requires a die roll, and some of them are contested against creatures who they don't know are there. Okay, first of all, how am I supposed to roll if they don't know a monster's there? Secondly, if there's 20 orcs in the next room, am I supposed to roll 20 listen checks at once? Did the author even consider how people were supposed to be able to use these rules? (by the way, now we're at 2-5 die rolls per player per turn).</p><p></p><p>Then the DM checks for wandering monsters. Yes, you're supposed to check for wandering monsters <strong><u><em>after</em></u></strong> the part where the PCs make a million spot checks. How does that even what is that even.</p><p></p><p>Also note: you check for wandering monsters every turn, no matter what kind of turn you're using. If you're using 1-hour turns, you check every hour, but if you're using 1-day turns, you only check once per day. I can't even explain why that's stupid. It's obvious why that's stupid, right?</p><p></p><p>So anyway, if you roll an encounter, you figure out who notices who, and who has surprise. I'm not even going to try to figure out what the rules are trying to say--just see for yourselves.</p><p></p><p>Then it explains getting lost, and even though it assumes you're using a hex map, it gives directions in increments of 45 degrees. Perfect.</p><p></p><p>(Not to mention it uses the objectively inferior 5-mile hex and the debatably inferior half-mile subhex.)</p></blockquote><p></p>
[QUOTE="GX.Sigma, post: 6105044, member: 6690511"] Yeah, about that... have you read those rules yet? Because I have, and hoo boy. It's exactly like the rest of the packet: stunningly, jaw-droppingly overcomplicated, and massively disappointing as a result. It's like old-school D&D exploration rules as imagined by someone who never played old-school D&D (or, more likely, as interpreted by someone who worked on 3e and 4e and thought "This is boring. You know what it needs? More complex rules!"). Let's take a look: First, you decide how fast you're moving: rushed, fast, moderate, cautious. Fine. Then everyone chooses which task they're doing on this turn: keeping watch, navigating, mapping, searching, sneaking. Oh, actually, wait. First, they have to roll dice to see how many tasks they can do. If they succeed, they can do two tasks, and get to roll again to see if they can do three tasks. (Die rolls: 1-2 per player) Then, based on everyone's task(s), the round plays out. Nearly every task requires a die roll, and some of them are contested against creatures who they don't know are there. Okay, first of all, how am I supposed to roll if they don't know a monster's there? Secondly, if there's 20 orcs in the next room, am I supposed to roll 20 listen checks at once? Did the author even consider how people were supposed to be able to use these rules? (by the way, now we're at 2-5 die rolls per player per turn). Then the DM checks for wandering monsters. Yes, you're supposed to check for wandering monsters [B][U][I]after[/I][/U][/B] the part where the PCs make a million spot checks. How does that even what is that even. Also note: you check for wandering monsters every turn, no matter what kind of turn you're using. If you're using 1-hour turns, you check every hour, but if you're using 1-day turns, you only check once per day. I can't even explain why that's stupid. It's obvious why that's stupid, right? So anyway, if you roll an encounter, you figure out who notices who, and who has surprise. I'm not even going to try to figure out what the rules are trying to say--just see for yourselves. Then it explains getting lost, and even though it assumes you're using a hex map, it gives directions in increments of 45 degrees. Perfect. (Not to mention it uses the objectively inferior 5-mile hex and the debatably inferior half-mile subhex.) [/QUOTE]
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