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Would you play D&D if [rule X]?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 5594617" data-attributes="member: 23094"><p>#1 is "eh." I could see it working.</p><p></p><p>I'd dislike #2 in a D&D game, because rocketlauncher tag doesn't particularly appeal to me as a way to run heroic fantasy. (Note: This is related to save or die spells, etc.)</p><p></p><p>#3 would work, but only if there was a way for spellcasters to not be completely useless in combat unless casting, and only if there were viable ways to protect them.</p><p></p><p>I've run combats like #4 before, and it really isn't all that different from miniless Basic, etc., D&D combat, so sure. If it were set up like initial d20 Star Wars space combat, however, I would not approve.</p><p></p><p>#5 could be okay - I like the critical hits deck from Paizo. However, there'd have to be some serious stress testing on it.</p><p></p><p>For #6, I think E6 is a neat system, so go with it.</p><p></p><p>#7 is too many rolls for routine usage - especially if you're doing my favorite sort of PCs-vs-horde-o'-goblins combats.</p><p></p><p>I've never encountered something like #8 that I thought worked really, really well, but I'm not opposed to the idea.</p><p></p><p>Absolutely would like #9.</p><p></p><p>#10 ... Well, I like <em>Ars Magica</em>, so ... But, on the other hand, the one time I played it I took the (IIRC) Flawless Magic trait (or whatever) that eliminated any chance of miscast. The problem with "chaotic magic" is that you have to make the benefits worth the drawbacks, or "using magic" becomes the tool of only the reckless (and quickly replaced).</p><p></p><p>Dodge points: In general, I'm against ideas like this (e.g., "one-hit kills are common" type rules). I don't like combats that flow like miss-miss-miss-miss-kill. There's no sense, after 3 rounds, of where you are in the fight - are you winning? losing? Who knows?!</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 5594617, member: 23094"] #1 is "eh." I could see it working. I'd dislike #2 in a D&D game, because rocketlauncher tag doesn't particularly appeal to me as a way to run heroic fantasy. (Note: This is related to save or die spells, etc.) #3 would work, but only if there was a way for spellcasters to not be completely useless in combat unless casting, and only if there were viable ways to protect them. I've run combats like #4 before, and it really isn't all that different from miniless Basic, etc., D&D combat, so sure. If it were set up like initial d20 Star Wars space combat, however, I would not approve. #5 could be okay - I like the critical hits deck from Paizo. However, there'd have to be some serious stress testing on it. For #6, I think E6 is a neat system, so go with it. #7 is too many rolls for routine usage - especially if you're doing my favorite sort of PCs-vs-horde-o'-goblins combats. I've never encountered something like #8 that I thought worked really, really well, but I'm not opposed to the idea. Absolutely would like #9. #10 ... Well, I like [I]Ars Magica[/I], so ... But, on the other hand, the one time I played it I took the (IIRC) Flawless Magic trait (or whatever) that eliminated any chance of miscast. The problem with "chaotic magic" is that you have to make the benefits worth the drawbacks, or "using magic" becomes the tool of only the reckless (and quickly replaced). Dodge points: In general, I'm against ideas like this (e.g., "one-hit kills are common" type rules). I don't like combats that flow like miss-miss-miss-miss-kill. There's no sense, after 3 rounds, of where you are in the fight - are you winning? losing? Who knows?! [/QUOTE]
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