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Session Report - Against the (Frost) Giants
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<blockquote data-quote="pemerton" data-source="post: 6357456" data-attributes="member: 42582"><p>Agreed that rules should enhance and bring out what is fun and exciting, not detract from it or bury it.</p><p></p><p>What ticks that box obviously will differ from individual to individual - just as a trivial example, I'm pretty good at mental arithmetic of one and two-digit numbers, and if I wasn't I could imagine the handfuls of damage dice in epic 4e being a pain to work with. Whereas they don't both me, and I quite like the effect of picking up 4d12 or 6d10 to roll damage, and hearing the groans from the players.</p><p></p><p>I can safely say that I've never GMed a game in which position and movement mattered as much, in combat, as they have in my 4e game. And that's down to the rules. It made the aerial battle fun! Whereas in Rolemaster aerial battles which should have been fun too often became a headache, because the movement rules were too clunky to handle them.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6357456, member: 42582"] Agreed that rules should enhance and bring out what is fun and exciting, not detract from it or bury it. What ticks that box obviously will differ from individual to individual - just as a trivial example, I'm pretty good at mental arithmetic of one and two-digit numbers, and if I wasn't I could imagine the handfuls of damage dice in epic 4e being a pain to work with. Whereas they don't both me, and I quite like the effect of picking up 4d12 or 6d10 to roll damage, and hearing the groans from the players. I can safely say that I've never GMed a game in which position and movement mattered as much, in combat, as they have in my 4e game. And that's down to the rules. It made the aerial battle fun! Whereas in Rolemaster aerial battles which should have been fun too often became a headache, because the movement rules were too clunky to handle them. [/QUOTE]
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Session Report - Against the (Frost) Giants
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