Thac0 the Barbarian
Explorer
You're not showing the proper independent spirit. The rules were to make up your own rules. It was our way of sticking it to the man 

By removing all of those, Kamikaze, you remove a huge chunk of the game. I'm quite sure there are already games that play like that, but D&D is a different game. You can certainly use many ideas and themes from D&D, of course, but what you speak of is a completely different system.
By removing all of those, Kamikaze, you remove a huge chunk of the game. I'm quite sure there are already games that play like that, but D&D is a different game. You can certainly use many ideas and themes from D&D, of course, but what you speak of is a completely different system.
In the game I've been playing in, the DM has used various shortcuts such as a single roll for party initiative and abbreviated boardless combat. As a tactically-minded player playing a controller, I found them incredibly restricting and a general buzz kill. We fortunately do not use those anymore. So I would definitely agree that the players should agree on which sorts of rules to use, assuming you want to keep all of said players.
But, it is sort of the tension between a turn-based and a real-time game, and you do give up certain things whenever you choose the other one.
Then why use a set of rules that consist in large part of rules for tactical combat and the character powers etc. to be used in tactical engagements? As Incenjucar says, a system like PrimeTime Adventures or The Pool (or even Universalis) would fit what you describe far better than any edition of D&D.I'm not entirely tactically minded. For me, I just need enough tactics to make the combat bits interesting.
I disagree. I don't find that PTA (the one game among those you mentioned that I've any experience with) offers much if anything in terms of tactical play. It's like saying that if I don't want to eat the entire pie, just a slice, then I should eat cake instead.Then why use a set of rules that consist in large part of rules for tactical combat and the character powers etc. to be used in tactical engagements? As Incenjucar says, a system like PrimeTime Adventures or The Pool (or even Universalis) would fit what you describe far better than any edition of D&D.
Then why use a set of rules that consist in large part of rules for tactical combat and the character powers etc. to be used in tactical engagements? As Incenjucar says, a system like PrimeTime Adventures or The Pool (or even Universalis) would fit what you describe far better than any edition of D&D.
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Because for 3 editions, it hasn't been that bad.
I came to D&D in 2e, when it was all about the story. I followed it through to 3e, which, at my games, was STILL all about the story. When I played 1e, I played it without minis and grids, too.
D&D is not inherently a ruleset for tactical minis engagements.
D&D 4e is much more so than anything that has come before.
I don't think it has to be that way.
For most fights, though, I want a bit more room for players to engage, and enough time for the combat to actually feel dynamic. And for that, the 20-30 minute fight is great. That, honestly, is the sweet spot I think is worth aiming for. And the 45 minute to 1 hour combat should be the rare exception for boss fights and truly cinematic encounters.
True. Original D&D was pretty decent. 3e had enough interesting stuff to do simulationist story oriented gaming if you were willing to swallow the crunch. And 4e is very nice if you're willing to keep track of conditions in combat as well as story.Because for 3 editions, it hasn't been that bad.
The railroading, you mean (as 2e D&D was pretty much the first RPG that mistook GM fiat for story-gaming)? Pass. (G,D,R)I came to D&D in 2e, when it was all about the story. I followed it through to 3e, which, at my games, was STILL all about the story. When I played 1e, I played it without minis and grids, too.