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What would D&D look like without the emphasis on minis & maps?
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<blockquote data-quote="RangerWickett" data-source="post: 1080715" data-attributes="member: 63"><p>Imagine the designers of 4e wanted to make a game that doesn't force people to buy minis. Of course, they wouldn't do that, because minis bring in money (I assume), but maybe they decide to be nice to those of us who don't care about using minis and want to run something more like Hong Kong Action Flicks -- fast and loose.</p><p></p><p>How do other game systems handle combat?</p><p></p><p>Some ideas I have for changing up combat.</p><p></p><p>No Attack of Opportunity.</p><p></p><p>You can choose a foe as your primary target. Doing this takes a move action (so you can still move and get one attack in). Thereafter, you move freely with your opponent as long as your speed is about equal. You can make a full attack against this opponent each round, because even if you're moving, you're fighting while moving. Your target can take a move action to withdraw.</p><p></p><p>Before any combat, divide the battlefield into quadrants of roughly 100 feet square. In each quadrant, you have melee and close range. Anything outside that quadrant is considered medium range. Anything four quadrants or more away, or that are outside the battleground, are considered to be at long range.</p><p></p><p>If you're in the melee range of combat, you can reach any other creature in the melee range with a move action. You can move from close to melee, or from melee to close as a move action. If you're at close range, you can move into an adjacent area as a full-round action.</p><p></p><p>In each quadrant there might be several areas of interest, such as a pit, a lake of fire, an iron maiden, and so on. As a move action, a character may reach any area of interest in his quadran. Alternately, as a full-round action, a character may attempt to drive an opponent to a given location. This requires a opposed attack roll. If successful, you drive your foe to within the area (if it's large, like an antimagic area or a hedgerow that can provide cover), or to within 5-ft. (if it's small or dangerous, like a wall of fire or a pit). Then, if you want to force the person somewhere specific (like into an iron maiden, or over a cliff), you must make a bull rush.</p><p></p><p>A creature is considered off-balance (loses its Dex bonus to AC) if it is being attacked by two or more creatures in melee.</p><p></p><p>I think that's a good starting point.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1080715, member: 63"] Imagine the designers of 4e wanted to make a game that doesn't force people to buy minis. Of course, they wouldn't do that, because minis bring in money (I assume), but maybe they decide to be nice to those of us who don't care about using minis and want to run something more like Hong Kong Action Flicks -- fast and loose. How do other game systems handle combat? Some ideas I have for changing up combat. No Attack of Opportunity. You can choose a foe as your primary target. Doing this takes a move action (so you can still move and get one attack in). Thereafter, you move freely with your opponent as long as your speed is about equal. You can make a full attack against this opponent each round, because even if you're moving, you're fighting while moving. Your target can take a move action to withdraw. Before any combat, divide the battlefield into quadrants of roughly 100 feet square. In each quadrant, you have melee and close range. Anything outside that quadrant is considered medium range. Anything four quadrants or more away, or that are outside the battleground, are considered to be at long range. If you're in the melee range of combat, you can reach any other creature in the melee range with a move action. You can move from close to melee, or from melee to close as a move action. If you're at close range, you can move into an adjacent area as a full-round action. In each quadrant there might be several areas of interest, such as a pit, a lake of fire, an iron maiden, and so on. As a move action, a character may reach any area of interest in his quadran. Alternately, as a full-round action, a character may attempt to drive an opponent to a given location. This requires a opposed attack roll. If successful, you drive your foe to within the area (if it's large, like an antimagic area or a hedgerow that can provide cover), or to within 5-ft. (if it's small or dangerous, like a wall of fire or a pit). Then, if you want to force the person somewhere specific (like into an iron maiden, or over a cliff), you must make a bull rush. A creature is considered off-balance (loses its Dex bonus to AC) if it is being attacked by two or more creatures in melee. I think that's a good starting point. [/QUOTE]
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