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<blockquote data-quote="Felon" data-source="post: 2228322" data-attributes="member: 8158"><p>Exactly. In HERO, you have facing rules, penalties for being attacked from behind, generous combat rounds ("phases") structured not unlike D20's, and no AoO's. So what happens? Every character learns to run behind their foes (or fly or teleport) and attack their opponent at Defensive Combat Value cut in half. </p><p></p><p>D20's long combat rounds lead to other sorts of scenarios that I will not fall into the trap of describing as "unrealistic", but rather will say they are illogical as hell and make for scenarios that one has extreme difficulty envisioning. Imagine if you will, two characters: one is armed with loaded crossbow, the other with sword. They are both prepared for battle when they suddenly become aware of each other from 60 feet away. Should the swordsman really be able to charge the crossbowman and cut him down while the latter is still flat-footed from that far away? Even heroic characters take <em>some</em> time to traverse 60 feet. Even guys like Conan didn't pull crap like that.</p><p></p><p>On this count, I like the GURPS method. You have one second. Act. OK, you drew a weapon. Next guy. OK, you cast a spell. Next. OK, you moved up to your foe. Next....</p><p></p><p>It's better in pretty much every way. You don't get to do a whole bunch of stuff right away, but your turn comes much faster because everyone isn't overanalyzing their turn (ever seen someone taking five minutes agonizing on how to make a double-move that doesn't provoke a single AoO?). </p><p></p><p>Attacks of Opportunity are also a massive waste of time IMO. They discourage intelligent tactics, and they don't discourage the aggrivating tactics they were supposed to prevent. People still dance around the bodyguards to reach the caster without consequence (because everyone gets too much movement in a round). The caster still casts in threatened areas (because Concentration allows it, and he's not really forced to make painful choices about where to put skill points).</p></blockquote><p></p>
[QUOTE="Felon, post: 2228322, member: 8158"] Exactly. In HERO, you have facing rules, penalties for being attacked from behind, generous combat rounds ("phases") structured not unlike D20's, and no AoO's. So what happens? Every character learns to run behind their foes (or fly or teleport) and attack their opponent at Defensive Combat Value cut in half. D20's long combat rounds lead to other sorts of scenarios that I will not fall into the trap of describing as "unrealistic", but rather will say they are illogical as hell and make for scenarios that one has extreme difficulty envisioning. Imagine if you will, two characters: one is armed with loaded crossbow, the other with sword. They are both prepared for battle when they suddenly become aware of each other from 60 feet away. Should the swordsman really be able to charge the crossbowman and cut him down while the latter is still flat-footed from that far away? Even heroic characters take [I]some[/I] time to traverse 60 feet. Even guys like Conan didn't pull crap like that. On this count, I like the GURPS method. You have one second. Act. OK, you drew a weapon. Next guy. OK, you cast a spell. Next. OK, you moved up to your foe. Next.... It's better in pretty much every way. You don't get to do a whole bunch of stuff right away, but your turn comes much faster because everyone isn't overanalyzing their turn (ever seen someone taking five minutes agonizing on how to make a double-move that doesn't provoke a single AoO?). Attacks of Opportunity are also a massive waste of time IMO. They discourage intelligent tactics, and they don't discourage the aggrivating tactics they were supposed to prevent. People still dance around the bodyguards to reach the caster without consequence (because everyone gets too much movement in a round). The caster still casts in threatened areas (because Concentration allows it, and he's not really forced to make painful choices about where to put skill points). [/QUOTE]
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