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Wrong facts about D&D3 combat?
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<blockquote data-quote="Remathilis" data-source="post: 4637659" data-attributes="member: 7635"><p>So can I. I use the DMG chart or PHB2.</p><p></p><p>As I've said (and I notice you've not taken into account) its not "roll, hit/miss, damage, repeat" that is slowing down combat, its mass-bull-strengthed, enlarged, polymorphed, hasted PCs making full attacks with 2-handed power attack while their summoned monsters move into flank and make full attacks, and oh, did I mention I have a quickened fireball? </p><p></p><p>The problem is the in 3e, casters have so many options to break the round-structure (summoning) or so many mathematical adjustments on the fly (Bob, you're a Hill Giant now) that the game crawls from sheer info lag. And that doesn't even begin to cover immediate actions (oh, he attacked Bob? I get a free attack now!) or other out-of-turn actions (Fireball? I counterspell it!)</p><p></p><p>I have a way to fix it. Remove summoning, animal companions, and polymorph. Turn all buff magic into direct combat numbers (+1 to hit) not ability score changes. Remove iterative attacks. Simplify all spells and powers down into 10 lines and put them on index cards. Dispose of occasional modifiers. Remove duration counting, make effects last all fight, save ends or 1 round. Simplify status conditions (nauseated? What's that do again?) and fix those long, difficult hard-to-resolve combat maneuvers like bull-rush and grapple. </p><p></p><p>In short, make combat more like 4e. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 4637659, member: 7635"] So can I. I use the DMG chart or PHB2. As I've said (and I notice you've not taken into account) its not "roll, hit/miss, damage, repeat" that is slowing down combat, its mass-bull-strengthed, enlarged, polymorphed, hasted PCs making full attacks with 2-handed power attack while their summoned monsters move into flank and make full attacks, and oh, did I mention I have a quickened fireball? The problem is the in 3e, casters have so many options to break the round-structure (summoning) or so many mathematical adjustments on the fly (Bob, you're a Hill Giant now) that the game crawls from sheer info lag. And that doesn't even begin to cover immediate actions (oh, he attacked Bob? I get a free attack now!) or other out-of-turn actions (Fireball? I counterspell it!) I have a way to fix it. Remove summoning, animal companions, and polymorph. Turn all buff magic into direct combat numbers (+1 to hit) not ability score changes. Remove iterative attacks. Simplify all spells and powers down into 10 lines and put them on index cards. Dispose of occasional modifiers. Remove duration counting, make effects last all fight, save ends or 1 round. Simplify status conditions (nauseated? What's that do again?) and fix those long, difficult hard-to-resolve combat maneuvers like bull-rush and grapple. In short, make combat more like 4e. :p [/QUOTE]
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