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Split the Assassin from the Rogue back into its own class
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<blockquote data-quote="DEFCON 1" data-source="post: 8521172" data-attributes="member: 7006"><p>Blech. The entire premise of D&D as a system is miniatures combat coupled with roleplaying. Having intricate fights is kinda the point. If we wanted to get past the combat stuff as quickly as possible, I'd play a different RPG that handwaves a lot of it... especially if that speeding through combat just results in the player characters dying left and right.</p><p></p><p>Yeah, I know many old-school players find the idea of creating 27 different PCs for themselves over an entire campaign to be a good time, but to me that's just nothing more than really playing a typical board game where every session you're just starting over. If I wanted just a token on the grid that I had no attachment to and didn't care that they died, I'd play RoboRally. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8521172, member: 7006"] Blech. The entire premise of D&D as a system is miniatures combat coupled with roleplaying. Having intricate fights is kinda the point. If we wanted to get past the combat stuff as quickly as possible, I'd play a different RPG that handwaves a lot of it... especially if that speeding through combat just results in the player characters dying left and right. Yeah, I know many old-school players find the idea of creating 27 different PCs for themselves over an entire campaign to be a good time, but to me that's just nothing more than really playing a typical board game where every session you're just starting over. If I wanted just a token on the grid that I had no attachment to and didn't care that they died, I'd play RoboRally. ;) [/QUOTE]
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Split the Assassin from the Rogue back into its own class
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