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   rec.games.frp.dnd      Dungeons and Dragons      82 messages   

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   Message 46 of 82   
   Justisaur to Spalls Hurgenson   
   Re: You have the power to change D&D   
   23 Dec 25 09:33:54   
   
   From: justisaur@yahoo.com   
      
   On 12/21/2025 9:18 AM, Spalls Hurgenson wrote:   
   > On Sat, 20 Dec 2025 15:58:15 -0600, Zaghadka    
   > wrote:   
   >   
   >> On Mon, 01 Dec 2025 18:03:09 -0500, Spalls Hurgenson   
   >>  wrote:   
   >>   
   >>> Of course, none of that really happened. But let's pretend that it   
   >>> did. What's the one thing you would change about D&D --from whatever   
   >>> edition-- that you think was bad for the game. Preferably it should be   
   >>> a rule that hasn't since been already binned (like, say, the specific   
   >>> weapons-vs-specific armor type bonuses/penalties from 1E) but,   
   >>> whatever. If that's the one rule you _really_ want dead, go for it.   
   >>> Ghostly Gygax says its okay. ;-)   
   >>>   
   >> Annoyances. Opportunity Attack/Attack of Opportunity. Gone.   
   >> ```````````````````````````````````````````````````````````   
   >> Who thought this up? Hey, let's make the movement phase of the game slow,   
   >> pensive, and complicated. FFS, can we please just play? It adds less than   
   >> nothing to the game. Just let me walk away from somebody already without   
   >> determinining which squares are "threatened."   
   >   
   > I'm not totally opposed to attacks-of-opportunity, but I agree that   
   > modern editions have made it more complicated than necessary. It can   
   > add some tactical thinking to the game, but at the same time it also   
   > tends to force players (and monsters) into static lines where   
   > everybody just stays in one place and whales on the others until the   
   > hitpoint value drops to zero.   
   >   
      
   It's just a more codified 'back attack' when fleeing.  There's still a   
   disengage action which allows you to disengage in modern.  But I agree   
   with Zag, as I removed it completely from from my game.   
      
   The back attack of AD&D makes lines even more static.   
      
   >> Broader tactical remediation. The 6 second round. Gone.   
   >> Back to 1-minute rounds in 10 6-second segments.   
   >> Why? Mostly, because casting times then mean something again. It takes 18   
   >> seconds to cast a Fireball (3 segments). A Flame Strike? 8 segments.   
   >> You're at it for almost a minute. PWK is feared again because it is   
   >> *fast*. Initiative means something again because spellcasters can   
   >> actually be interrupted and have to *choose* if they're going for big   
   >> mojo or a quick attack. No more dumping out Flame Strike round after   
   >> round like it's candy. You do it once and then everyone knows who to pile   
   >> onto. You ain't casting that again if anyone has anything to say about   
   >> it.   
   >   
   > A one minute round always felt way too long for what was actually   
   > going on, but six seconds was too short. We compromised at 20 seconds,   
   > with 2-second segments. Initiative determined which segment your   
   > attack started; you added weapon/casting speed to that value (or   
   > subtracted any speed bonuses) to get your actually initiative value.   
   > It gave us the benefit of tactical planning without making battles   
   > take an overly-long period of (in-game) time.   
      
   I don't remember what Holmes uses, which is what I started with.   
   Probably 10 seconds as that's what the other basics use.  Which seems   
   about right.  6 too short, and 60 to long.   
      
   I went with 1 minute anyway as I always liked that best.  Lots of time   
   to do what you want.  Attack, drink a potion, etc.  Movement is   
   ridiculously slow, but far enough that movement is always less than max   
   in a dungeon.  I mainly went with it as it's more 'natural language' 1   
   minute instead of/equal to a round.   
      
   > (We originally used 10-second rounds, but decided that was still too   
   > short for the amount of activity going on. Twenty seconds seemed a   
   > well-balanced medium... and it corresponded well to the d20 ;)   
      
   Interesting.  That reminds me, Champions has a 12 second round.  I made   
   a speedster once that could act many many times in that, but only got to   
   play him at a con, as my local GM wouldn't allow him.  That was my first   
   character.  They made me play a bubble boy *stinkface*.   
      
   --   
   -Justisaur   
      
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