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<blockquote data-quote="irdeggman" data-source="post: 1811905" data-attributes="member: 16285"><p>Why? Why not use the hit points and hardness rules of 3.5? They make a lot of sense and you don't have to worry about any sort of saving throw for items. Remember there are only 3 types of saving throws in 3.5 (Fort, Reflex and Will) - a tremndous improvement over the wide range of saving throws from earlier editions.</p><p></p><p></p><p></p><p>This is real similar to the combat system from 2nd ed Player's Option: Combat and Tactics.</p><p></p><p>The intiative round was divided into phases (Very Fast, Fast, Average, Slow, Very Slow and slower than Very Slow (i.e., last).</p><p></p><p>Player's rolled a d10 for intiative (1-2 being VF, etc.), all weapons had a weapon speed (in phase terms), all spells had a phase based on casting time IIRC 1-3 segments was VF. The character went in either his initiative roll phase or the phase of his spell or weapon, whichever was slower.</p><p></p><p></p><p></p><p>See above for how spells were handled.</p><p></p><p></p><p></p><p>No solutions. You either play 1st ed (or 2nd ed rules) or 3.5 rules. They are not compatable systems. Mixing them together will yield a less than acceptable game from a mechanics system since too many things will be changed to allow the advantages of either system to survive.</p><p></p><p>One of the biggest improvements made in 3.5 (and PO C&T) was to speed up the combat. Instead of taking an hour or more to resolve a combat (I try to forget the countless nights of flipping the segment cards over to figure out who went when in 2nd ed) it is generally much quicker and thus more things can be done in a gaming session than resolve a single combat.</p></blockquote><p></p>
[QUOTE="irdeggman, post: 1811905, member: 16285"] Why? Why not use the hit points and hardness rules of 3.5? They make a lot of sense and you don't have to worry about any sort of saving throw for items. Remember there are only 3 types of saving throws in 3.5 (Fort, Reflex and Will) - a tremndous improvement over the wide range of saving throws from earlier editions. This is real similar to the combat system from 2nd ed Player's Option: Combat and Tactics. The intiative round was divided into phases (Very Fast, Fast, Average, Slow, Very Slow and slower than Very Slow (i.e., last). Player's rolled a d10 for intiative (1-2 being VF, etc.), all weapons had a weapon speed (in phase terms), all spells had a phase based on casting time IIRC 1-3 segments was VF. The character went in either his initiative roll phase or the phase of his spell or weapon, whichever was slower. See above for how spells were handled. No solutions. You either play 1st ed (or 2nd ed rules) or 3.5 rules. They are not compatable systems. Mixing them together will yield a less than acceptable game from a mechanics system since too many things will be changed to allow the advantages of either system to survive. One of the biggest improvements made in 3.5 (and PO C&T) was to speed up the combat. Instead of taking an hour or more to resolve a combat (I try to forget the countless nights of flipping the segment cards over to figure out who went when in 2nd ed) it is generally much quicker and thus more things can be done in a gaming session than resolve a single combat. [/QUOTE]
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