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General Tabletop Discussion
*Dungeons & Dragons
What rules would you like to see come back in 5E?
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<blockquote data-quote="landovers" data-source="post: 6226523" data-attributes="member: 6750964"><p>I don't think spell interruption is the way to go to bridge the gap between casters and martial classes. I feel it'd still be very tough to balance (you never know if the caster will own the combat or completely fail) and wasting a turn/spell getting interrupted can't be any fun. 'Realistic', but not fun. But then again I'm not into old-school so maybe I just don't get it. </p><p></p><p>Cast times, that I could get behind, pushing the caster a bit further in the initiative when casting a stronger spell (not necessarily an entire turn, mind you). Casters get less actions but more powerful stuff. In this case rerolling initiative every turn might make it work better. I dig these little tactical complications, like the person who mentioned you should only get shield bonuses on the front and off-hand side. I'd play this fiddly, fiddly game, hahaha. And people say 4e/Pathfinder have long combat! I have no hope of seeing these things in Next, by the way (from the look of it, I'll be glad to get Attacks of Opportunity and flanking).</p><p></p><p>Also, I'm laughing at the idea of simoultaneous turns, what a nightmare that would be to design, though I'd love to see someone pull that off. I imagine the combat dynamic would make it worth the trouble.</p></blockquote><p></p>
[QUOTE="landovers, post: 6226523, member: 6750964"] I don't think spell interruption is the way to go to bridge the gap between casters and martial classes. I feel it'd still be very tough to balance (you never know if the caster will own the combat or completely fail) and wasting a turn/spell getting interrupted can't be any fun. 'Realistic', but not fun. But then again I'm not into old-school so maybe I just don't get it. Cast times, that I could get behind, pushing the caster a bit further in the initiative when casting a stronger spell (not necessarily an entire turn, mind you). Casters get less actions but more powerful stuff. In this case rerolling initiative every turn might make it work better. I dig these little tactical complications, like the person who mentioned you should only get shield bonuses on the front and off-hand side. I'd play this fiddly, fiddly game, hahaha. And people say 4e/Pathfinder have long combat! I have no hope of seeing these things in Next, by the way (from the look of it, I'll be glad to get Attacks of Opportunity and flanking). Also, I'm laughing at the idea of simoultaneous turns, what a nightmare that would be to design, though I'd love to see someone pull that off. I imagine the combat dynamic would make it worth the trouble. [/QUOTE]
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Community
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*Dungeons & Dragons
What rules would you like to see come back in 5E?
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