Kid Socrates
First Post
sniffles said:I also dislike all the different categories of actions - it's just too complicated. I have to keep a note card to remind me what I can do in a round. I'd much prefer a system that said simply, "You can do two things in a round, and they can be any two of these: move, attack, defend, cast a spell", etc.
I actually distilled one player's actions to this, and we haven't had any problems. My girlfriend's into gaming and loves the setting we game in, but isn't fantastic with the rules and if I expected her to remember what the bull-rush modifier is when attacking someone in the prone, well, we wouldn't be having a game. So she's got, written down on her sheet, Options: Move, and Move Again, Attack (+6, 1d8 damage), a list of the spells she can cast, and the summoning she can do. When it's her turn, she picks one, makes the rolls required, and we continue on. It's greatly sped combat up and no real problems with it, period. However, I run a really rules-light game, focusing more on story, so in a tactical game this wouldn't fly at all. I don't think d20 would be hurt by moving to this more, but it also could be restrictive, which I think we'd want to avoid.