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So, Attacks of Oppportunity?
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<blockquote data-quote="ZombieRoboNinja" data-source="post: 5947347" data-attributes="member: 54843"><p>First, just because the group doesn't want each turn of combat to take an hour doesn't mean they want the combat system to have obvious holes in it.</p><p></p><p>Second, if the core rules don't contain SOME kind of stickiness for fighter-types, then the entire combat role of a fighter changes completely depending on what rules module you're using. </p><p></p><p></p><p>Finally, in my experience, the beginner/RP-heavy player who would be most interested in a "tactical-light" game is probably the one who, when playing a melee character, would want to be most creative in combat. He's the guy who says, "Rognarg growls and rips the orc's blade out of his hand with a fierce blow," and then expects the DM to adjudicate that on the fly; if you told him, "You need a 3rd-level encounter power to disarm your enemy," he'd say that was stupid and artificially limiting. The problem isn't that he doesn't want options; it's that he doesn't want to memorize a bunch of fiddly rules to exercise those options. And if he's playing a defender-style character, he'll definitely expect to be able to do something to protect his squishy allies from the goblin hoards beyond just hoping the DM makes them act in an unrealistic and tactically stupid manner, attacking the angry guy in platemail instead of the priest huddling behind him. More often than not, that player is actually the one who will be MOST annoyed by enemies who act in a tactically stupid manner just to make the combat easier.</p></blockquote><p></p>
[QUOTE="ZombieRoboNinja, post: 5947347, member: 54843"] First, just because the group doesn't want each turn of combat to take an hour doesn't mean they want the combat system to have obvious holes in it. Second, if the core rules don't contain SOME kind of stickiness for fighter-types, then the entire combat role of a fighter changes completely depending on what rules module you're using. Finally, in my experience, the beginner/RP-heavy player who would be most interested in a "tactical-light" game is probably the one who, when playing a melee character, would want to be most creative in combat. He's the guy who says, "Rognarg growls and rips the orc's blade out of his hand with a fierce blow," and then expects the DM to adjudicate that on the fly; if you told him, "You need a 3rd-level encounter power to disarm your enemy," he'd say that was stupid and artificially limiting. The problem isn't that he doesn't want options; it's that he doesn't want to memorize a bunch of fiddly rules to exercise those options. And if he's playing a defender-style character, he'll definitely expect to be able to do something to protect his squishy allies from the goblin hoards beyond just hoping the DM makes them act in an unrealistic and tactically stupid manner, attacking the angry guy in platemail instead of the priest huddling behind him. More often than not, that player is actually the one who will be MOST annoyed by enemies who act in a tactically stupid manner just to make the combat easier. [/QUOTE]
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