Thurbane
First Post
So you'd rather a freeform combat system like Vampire? Not for me.irdeggman said:Take a deep breath and repeat mantra. D&D combat is abstract, D&D combat is abstact, D&D combat is abstract.
Ahh yes. The FAQ is pretty clear (and supported by the text on spell casting). I fell into that old (in 2nd ed it was like this) and the "apply common sense to the rules" failure mode.
The rules allow a character to run (using a full round action that is started and completed on his turn in the initiative) in a straight line. On his next turn he can continue to run in a different direction since it is now a different action.
Again repeat with me - D&D combat is abstract, D&D combat is abstract.
I'm sorry, but with AoO, reach, situational modifiers, varying damage and criticals by weapon and dozens of other factors, it is blatantly obvious that the D&D 3.5 combat system is striving for some degree of realism in amongst all that abstractness.
As I said above, there is no significant reason not to make a few minor concessions to realism that may or may not be RAW. I'm not talking about a whole system rewrite to involve hit locations, damage to weapons and armor, detailed critical tables or anything so involved - but the occasional nod towards realism helps players to "suspend disbelief" in the game.
The thought of summon spinting like some kind of demented desert dwelling lizard for short bursts and stopping between each movement is just plain silly, to me anyway. I think there is enough of a precedent there (Charging penalties) for the suggested houserules above not to be gamebreaking.