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General Tabletop Discussion
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The Economy of Actions in 5e
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<blockquote data-quote="kevtar" data-source="post: 5880881" data-attributes="member: 27098"><p>EDIT: That's certainly the case. The game I'm running now is very similar to the game I played in the early 80s. Our combats ignore morale and some of the more, minute aspects of the combat process. So our D&D experience certainly may not be a universal experience. We simply do the following:</p><p></p><p>1.) Determine surprise (when appropriate)</p><p>2.) Declare actions</p><p>3.) Roll initiative</p><p>4.) Resolve actions (and, admittedly, I've used a more 3.5/4e approach in adjudicating certain actions rather than using the 1st edition AD&D rules, e.g. grappling, pummeling, etc.)</p><p>5.) Roll initiative, etc...</p><p></p><p>We leave out things like determining distance (it's self evident with the minis etc...), morale checks (I'll determine when the monsters cut-out), and other details (like pummeling, parrying, etc...). Apart from those, I'm not sure what other rules we're ignoring, lol. I'll have to break out the DMG again. This campaign is my first non-4e campaign since 2008, so although I really enjoyed about 90% of 4e, the feel of this kind of combat (and just play in general) is very "fast and light." After returning to 1e AD&D and thinking about the 4e gameplay, things like "immediate interrupts and reactions" really stilted combat. Things flow much more smoothly with our current interpretation of 1e AD&D. </p><p></p><p>I enjoy this style of play, but I've gotten comfortable with the systemized "Standard, Move, and Minor" - so it's a little weird at first. If 5e is truly "going back to basic(s)" (sorry, couldn't pass up the pun), then I'm ok with that as long as they unify and simplify it conceptually. For example, in 3.5, the D20 was the unifying element - everything was determined by the D20 (well, not everything, but you get the idea). Something like that is appealing to me. No crazy "pummeling tables" and a laundry list of procedures. Keep it simple with ability checks and player/DM cooperation.</p><p></p><p>On a side note, we do use "Weapon speed factors" and "Armor class adjustments," but not for any allusion to "realism" or anything like that. I don't know if they'll last, but for now it's working and everyone seems to be having a good time - and that's the bottom line. The rules need to be coherent enough to provide a common system while being flexible enough to allow diverse groups to play the game they want to play and to have a good time doing it.</p></blockquote><p></p>
[QUOTE="kevtar, post: 5880881, member: 27098"] EDIT: That's certainly the case. The game I'm running now is very similar to the game I played in the early 80s. Our combats ignore morale and some of the more, minute aspects of the combat process. So our D&D experience certainly may not be a universal experience. We simply do the following: 1.) Determine surprise (when appropriate) 2.) Declare actions 3.) Roll initiative 4.) Resolve actions (and, admittedly, I've used a more 3.5/4e approach in adjudicating certain actions rather than using the 1st edition AD&D rules, e.g. grappling, pummeling, etc.) 5.) Roll initiative, etc... We leave out things like determining distance (it's self evident with the minis etc...), morale checks (I'll determine when the monsters cut-out), and other details (like pummeling, parrying, etc...). Apart from those, I'm not sure what other rules we're ignoring, lol. I'll have to break out the DMG again. This campaign is my first non-4e campaign since 2008, so although I really enjoyed about 90% of 4e, the feel of this kind of combat (and just play in general) is very "fast and light." After returning to 1e AD&D and thinking about the 4e gameplay, things like "immediate interrupts and reactions" really stilted combat. Things flow much more smoothly with our current interpretation of 1e AD&D. I enjoy this style of play, but I've gotten comfortable with the systemized "Standard, Move, and Minor" - so it's a little weird at first. If 5e is truly "going back to basic(s)" (sorry, couldn't pass up the pun), then I'm ok with that as long as they unify and simplify it conceptually. For example, in 3.5, the D20 was the unifying element - everything was determined by the D20 (well, not everything, but you get the idea). Something like that is appealing to me. No crazy "pummeling tables" and a laundry list of procedures. Keep it simple with ability checks and player/DM cooperation. On a side note, we do use "Weapon speed factors" and "Armor class adjustments," but not for any allusion to "realism" or anything like that. I don't know if they'll last, but for now it's working and everyone seems to be having a good time - and that's the bottom line. The rules need to be coherent enough to provide a common system while being flexible enough to allow diverse groups to play the game they want to play and to have a good time doing it. [/QUOTE]
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