Bottom line: the guy who enjoyed being a number-crunching power-attacker seems to be kicked to the curb for his badwrongfun. I actually don't mind that so much for Star Wars, which can appeal to the "lite" gamer, but I sure hope the designers have no illusions about how many D&D gamers have grown attached to designing their heavy-hitters.Kamikaze Midget said:They're different kinds of fun. One is "let's see how lucky you are right now!" the other is "let's see how thorough you are in designing your character." They former is more action-oriented, while the latter is necessarily slower if you're "good" at it. It takes more time to calculate the optimal Power Attack number than it does to roll again. The latter isn't co-opted, because there seems to still be plenty of number-crunching in character design, just less of it (reducing complexity, which improves the speed of selection).
"It won't streamline the system, but it will make the game flow faster at the table". That's a non sequitor. If you've got bloat in the system, you've got bloat at the table.And being able to pro-actively, in the heat of the moment, decide to do a take-back might not streamline the system, but it will almost certainly make the game flow faster and better at the table.
It seems that a number folks in this thread have already jumped headlong into the "adding numbers slows the game down" bandwagon without giving the matter much thought. Actually, it's more like "remembering all the numbers to add slows the game down". Which is the whole point I've been trying to make here. To reiterate: if you still have tons of stuff factoring into your checks, you still have tons of stuff to remember to factor in.
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