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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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<blockquote data-quote="Mouseferatu" data-source="post: 1746505" data-attributes="member: 1288"><p>At the risk of hijacking a thread (and it was so young! <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><p></p><p>There's a simple solution to this. Ignore most AoOs.</p><p></p><p>I'm in the midst of running a <em>very</em> cinematic Eberron game right now. (See <a href="http://www.enworld.org/forums/showpost.php?p=1728234&postcount=13" target="_blank">here</a> for a sample.) And frankly, the only time we worry about AoOs is if someone does something blatantly stupid (like digging in a backpack in the midst of melee) or if someone tries to haul butt through the middle of enemy-occupied territory. Other than that, we go with the flow, and don't worry too much about "Gee, I have to go two extra squares in this direction in order to avoid his spear." In fact, we recently ran a combat in a fairly complex, multi-level chamger, with all manner of tubes and balconies, and not once did we count squares. I knew roughly how far it was across any given point of the room, and we just decided if the characters could move that far or not, without worrying about precise routes or number of squares.</p><p></p><p>And it's been one of the most cinematic games, with some of the most exciting combats, I've ever run--in any edition.</p><p></p><p>Ignore AoOs, or else use them only when the situation really screams for it. So long as the players know the game's running this way in advance, so they can weigh the options and decide if things like Combat Reflexes are really worth it, it doesn't harm the game in the slightest. (Assuming you aren't looking for tactics and the like, but in your case, you clearly aren't.) And it does make things flow much faster and yes, more cinematically.</p></blockquote><p></p>
[QUOTE="Mouseferatu, post: 1746505, member: 1288"] At the risk of hijacking a thread (and it was so young! ;))... There's a simple solution to this. Ignore most AoOs. I'm in the midst of running a [i]very[/i] cinematic Eberron game right now. (See [URL=http://www.enworld.org/forums/showpost.php?p=1728234&postcount=13]here[/URL] for a sample.) And frankly, the only time we worry about AoOs is if someone does something blatantly stupid (like digging in a backpack in the midst of melee) or if someone tries to haul butt through the middle of enemy-occupied territory. Other than that, we go with the flow, and don't worry too much about "Gee, I have to go two extra squares in this direction in order to avoid his spear." In fact, we recently ran a combat in a fairly complex, multi-level chamger, with all manner of tubes and balconies, and not once did we count squares. I knew roughly how far it was across any given point of the room, and we just decided if the characters could move that far or not, without worrying about precise routes or number of squares. And it's been one of the most cinematic games, with some of the most exciting combats, I've ever run--in any edition. Ignore AoOs, or else use them only when the situation really screams for it. So long as the players know the game's running this way in advance, so they can weigh the options and decide if things like Combat Reflexes are really worth it, it doesn't harm the game in the slightest. (Assuming you aren't looking for tactics and the like, but in your case, you clearly aren't.) And it does make things flow much faster and yes, more cinematically. [/QUOTE]
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What *feel* did OD&D/Basic D&D/1E/2E have compared to 3E?
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