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When 3e Fixed D&D - Almost
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<blockquote data-quote="Lanefan" data-source="post: 9047842" data-attributes="member: 29398"><p>What they could have done, but didn't, was put in a decent unconsciousness or down-for-the-count mechanism to fit between the binary states of fully-functional and dead, thus fixing a problem that had been there since 1974. 5e's death saves are a vague nod in this direction but still don't get it done, because...</p><p></p><p>...at the same time they could (and IMO should) have added a Body-Fatigue or Wound-Vitality system to make serious - i.e. Wound or Body - damage or injury harder to cure and-or recover from than ordinary day-to-day Fatigue/Vitality nicks and bruises. (yes, I'd keep hit points: I've no sympathy for those who can't do basic subtraction)</p><p></p><p>Add fog-of-war effects by a) allowing simultaneous initiative and b) re-rolling init. each round. This would mean not using a d20 for initiative but something smaller - a d6 or d8, say - as going through 20+ segments in a round just takes too long. This gets away from cyclical turn-based all-too-predictable combat. Not doing this, when they were redoing initiative from the ground up anyway, was a big miss.</p><p></p><p>Oh, and Dexterity shouldn't - and IMO should never have - modify initiatives.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9047842, member: 29398"] What they could have done, but didn't, was put in a decent unconsciousness or down-for-the-count mechanism to fit between the binary states of fully-functional and dead, thus fixing a problem that had been there since 1974. 5e's death saves are a vague nod in this direction but still don't get it done, because... ...at the same time they could (and IMO should) have added a Body-Fatigue or Wound-Vitality system to make serious - i.e. Wound or Body - damage or injury harder to cure and-or recover from than ordinary day-to-day Fatigue/Vitality nicks and bruises. (yes, I'd keep hit points: I've no sympathy for those who can't do basic subtraction) Add fog-of-war effects by a) allowing simultaneous initiative and b) re-rolling init. each round. This would mean not using a d20 for initiative but something smaller - a d6 or d8, say - as going through 20+ segments in a round just takes too long. This gets away from cyclical turn-based all-too-predictable combat. Not doing this, when they were redoing initiative from the ground up anyway, was a big miss. Oh, and Dexterity shouldn't - and IMO should never have - modify initiatives. [/QUOTE]
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