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The Problem with Individual Initiative
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<blockquote data-quote="DEFCON 1" data-source="post: 9016156" data-attributes="member: 7006"><p>For those that feel those things are important? Yes, absolutely it would be seen as a design failure.</p><p></p><p>For those that those kinds of things aren't important to be represented mechanically and instead could be handled under 'Rulings, Not Rule'? Those players probably don't care or mind at all.</p><p></p><p>The question is just how many of each type of player there are in the D&D ecology, and thus how many pages are worth spending on creating rules for them? I don't disagree that there are some players that would rather slice the Spell section in half in order to make a much more advanced tactical combat simulation board game... but is that really what most players want or need? I'm not so sure.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9016156, member: 7006"] For those that feel those things are important? Yes, absolutely it would be seen as a design failure. For those that those kinds of things aren't important to be represented mechanically and instead could be handled under 'Rulings, Not Rule'? Those players probably don't care or mind at all. The question is just how many of each type of player there are in the D&D ecology, and thus how many pages are worth spending on creating rules for them? I don't disagree that there are some players that would rather slice the Spell section in half in order to make a much more advanced tactical combat simulation board game... but is that really what most players want or need? I'm not so sure. [/QUOTE]
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