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<blockquote data-quote="knifespeaks" data-source="post: 1814886" data-attributes="member: 25248"><p>Ok, I guess I am going to have to go into gory details here <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Apologies for my tone on the earlier post as well - I am not wanting to get all you folks offside.</p><p></p><p>Anyway, here we go:</p><p></p><p>1. Combat is a 6 second round (3.5)</p><p></p><p>2. Initiative is rolled as a d6, and the die roll indicates on what segment you act - hence, a 1 is best. (Hybrid/House rule)</p><p></p><p>3. Spells have casting times, drawn from first edition PH. For the new spells, they are given 1 segment/level (for 'standard action' spells) to a maximum of 5 segements. Full round action spells therefore take 6 segments, still a full round. (Hybrid/House rule)</p><p></p><p>4. Casters don't roll initiative - they merely state what spell they are casting prior to initiative. The casting time will then show if they are subject to any attacks prior to getting the spell off. (mainly 1st)</p><p></p><p>5. There is no casting on the defensive, and any attack which hits automatically disrupts the spell. (1st)</p><p></p><p>6. In the case of tied initiative, weapon speed determines who attacks first. (1st)</p><p></p><p>7. Only one action/round is permitted, but this is somewhat variable - movement within a 10' radius is fine to combine with another action. (1st)</p><p></p><p>8. Feats, such a quicken spell, all combat-related ones (power attack, cleave etc) are included, excepting those applying to AoO (as there are no AoO) and improved initiative is scaled down (no +4, just a -1 )</p><p></p><p>9. AC is exactly the same as 3.5.</p><p></p><p>10. All skills are in, except listening - listening is straight from 1st.</p><p></p><p>Stuff like Concentration checks to cast under damage being sustained ARE IN - but these abilities are aimed at higher level characters, not newbies. </p><p></p><p>That's pretty much it - it runs nicely, and I am happy to allow higher level characters the options of multiple attacks and all that. </p><p></p><p>Where 3.5 REALLY fall over for me is characters at first - they can just do too many things and I can't get that. High level folks doing funky stuff is fine.</p><p></p><p>The above really makes sense to us - no one ever gets confused about who is doing what and how long it takes. I like it.</p></blockquote><p></p>
[QUOTE="knifespeaks, post: 1814886, member: 25248"] Ok, I guess I am going to have to go into gory details here :) Apologies for my tone on the earlier post as well - I am not wanting to get all you folks offside. Anyway, here we go: 1. Combat is a 6 second round (3.5) 2. Initiative is rolled as a d6, and the die roll indicates on what segment you act - hence, a 1 is best. (Hybrid/House rule) 3. Spells have casting times, drawn from first edition PH. For the new spells, they are given 1 segment/level (for 'standard action' spells) to a maximum of 5 segements. Full round action spells therefore take 6 segments, still a full round. (Hybrid/House rule) 4. Casters don't roll initiative - they merely state what spell they are casting prior to initiative. The casting time will then show if they are subject to any attacks prior to getting the spell off. (mainly 1st) 5. There is no casting on the defensive, and any attack which hits automatically disrupts the spell. (1st) 6. In the case of tied initiative, weapon speed determines who attacks first. (1st) 7. Only one action/round is permitted, but this is somewhat variable - movement within a 10' radius is fine to combine with another action. (1st) 8. Feats, such a quicken spell, all combat-related ones (power attack, cleave etc) are included, excepting those applying to AoO (as there are no AoO) and improved initiative is scaled down (no +4, just a -1 ) 9. AC is exactly the same as 3.5. 10. All skills are in, except listening - listening is straight from 1st. Stuff like Concentration checks to cast under damage being sustained ARE IN - but these abilities are aimed at higher level characters, not newbies. That's pretty much it - it runs nicely, and I am happy to allow higher level characters the options of multiple attacks and all that. Where 3.5 REALLY fall over for me is characters at first - they can just do too many things and I can't get that. High level folks doing funky stuff is fine. The above really makes sense to us - no one ever gets confused about who is doing what and how long it takes. I like it. [/QUOTE]
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