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Some newbie DM combat and miniatures questions...
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2591229" data-attributes="member: 12332"><p>Not to divert the topic, but my serious suggestion is:</p><p></p><p>If you haven't played it as-is, then try it for a while.</p><p></p><p>As people on these boards, we're predominantly DMs and predominantly Armchair Game Designers. We're the passionate ones, so that's why we take the time to spend our free time talking about this stuff.</p><p></p><p>But until you've tried it, it's easy to get turned off by stuff that might either A) Not be that bad or B) actually of some aid.</p><p></p><p>I liken it to opening up the processes tab on your computer and shutting down "stuff that's taking up memory". If you just start shutting down processes, you'll stop something that other processes depend on and the computer crashes. EXPLORER.EXE might use up alot of system resources, but it has to be running.</p><p></p><p>I didn't like the dependance on "visual representation" at first, either. The combat mat, minis, etc. But I tried it. Cheaply. First with graph paper and pencil dots, then with a play mat and counters, and now with tact-tiles and a combination of miniatures and counters. It really helped everyone visualize what was going on, so that my vision matched their vision. Everything doesn't have to be shown, it's really just a rough estimation of distances and orientation of rooms and objects.</p><p></p><p>The AoO may look like a simple thing to remove, that might add realism back into the game, but here's the thing: Other aspects of the game are built on the assumption that the AoO exists. Without it ... monsters with reach become weaker, worth less of their CR, and give more XP than they should. Reach weapons become redundant and useless. All feats that deal with AoOs need to also be removed, leaving gaps in stuff like Spring Attack and other feat chains. Some aspects of combat become more effective, like flanking, so rogues become better combatants and than their abilities were originally balanced to allow. Etc etc.</p><p></p><p>And as to the video-gamish elements ..., it's a game. Its so far outside of reality that nothing you do can really bring it back INTO reality. So removing AoOs is really just focusing on one gray thread in a sheet and deciding it isn't quite gray enough or is, in fact, too gray. Essentially the game is just that, a game. Same with damage reduction vs. armor class bonus. As a process, its one of those things that when you remove it, you need to be ready for a cascade effect of changes to the game. Stuff you might not be expecting, stuff which might cause problems you like even less than armor bonuses. </p><p></p><p>But, in the end, I suppose its a personal preference thing. You might want to look into other games: I know Castles and Crusades has a very stripped down combat system that doesn't include AoOs. Which isn't to say CaC is a better game, as many people have just as many problems with it, but it might be a game whose fundamental flavor suits your needs better than D&D 3.5.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2591229, member: 12332"] Not to divert the topic, but my serious suggestion is: If you haven't played it as-is, then try it for a while. As people on these boards, we're predominantly DMs and predominantly Armchair Game Designers. We're the passionate ones, so that's why we take the time to spend our free time talking about this stuff. But until you've tried it, it's easy to get turned off by stuff that might either A) Not be that bad or B) actually of some aid. I liken it to opening up the processes tab on your computer and shutting down "stuff that's taking up memory". If you just start shutting down processes, you'll stop something that other processes depend on and the computer crashes. EXPLORER.EXE might use up alot of system resources, but it has to be running. I didn't like the dependance on "visual representation" at first, either. The combat mat, minis, etc. But I tried it. Cheaply. First with graph paper and pencil dots, then with a play mat and counters, and now with tact-tiles and a combination of miniatures and counters. It really helped everyone visualize what was going on, so that my vision matched their vision. Everything doesn't have to be shown, it's really just a rough estimation of distances and orientation of rooms and objects. The AoO may look like a simple thing to remove, that might add realism back into the game, but here's the thing: Other aspects of the game are built on the assumption that the AoO exists. Without it ... monsters with reach become weaker, worth less of their CR, and give more XP than they should. Reach weapons become redundant and useless. All feats that deal with AoOs need to also be removed, leaving gaps in stuff like Spring Attack and other feat chains. Some aspects of combat become more effective, like flanking, so rogues become better combatants and than their abilities were originally balanced to allow. Etc etc. And as to the video-gamish elements ..., it's a game. Its so far outside of reality that nothing you do can really bring it back INTO reality. So removing AoOs is really just focusing on one gray thread in a sheet and deciding it isn't quite gray enough or is, in fact, too gray. Essentially the game is just that, a game. Same with damage reduction vs. armor class bonus. As a process, its one of those things that when you remove it, you need to be ready for a cascade effect of changes to the game. Stuff you might not be expecting, stuff which might cause problems you like even less than armor bonuses. But, in the end, I suppose its a personal preference thing. You might want to look into other games: I know Castles and Crusades has a very stripped down combat system that doesn't include AoOs. Which isn't to say CaC is a better game, as many people have just as many problems with it, but it might be a game whose fundamental flavor suits your needs better than D&D 3.5. --fje [/QUOTE]
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