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1 year ago ::
Apr 30, 2012 - 5:53AM
#11
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The solution is to bring back interlaced turns and weapon speed factor. Or to ignore it as a difference below the resolution of the system to capture.
How could such a low resolution system keep anyones intrest for more than an hour or two at a time though? Let alone an entire campaign. I know some people have different tastes but systems that are mechanically minimalist like Og and Paranoia while great fun don't make for long running sessions or campaigns, there just isn't enough content.
Gee, I dunno. Use your imagination.
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1 year ago ::
Apr 30, 2012 - 5:55AM
#12
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How could such a low resolution system keep anyones intrest for more than an hour or two at a time though? Let alone an entire campaign. I know some people have different tastes but systems that are mechanically minimalist like Og and Paranoia while great fun don't make for long running sessions or campaigns, there just isn't enough content.
I've played the entirety of 4th edition and stayed interested without much problems, even though it does not contain this system of yours. Argument disproven?
No. I fail to see how 4e is a minimalist system though. You people are acting like adding this one thing will tip the balance into making the game too cumbersome but you are not explaining how it will so my only recourse is to ask you why your standards are set the way they are.
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1 year ago ::
Apr 30, 2012 - 6:00AM
#13
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I already stated: It's simply needless complexity. What exactly is the real benefit here? To me this seems like complexity for complexities sake. Nothing more.
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1 year ago ::
Apr 30, 2012 - 6:06AM
#14
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Date Joined:
Jan 15, 2009
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I have no problem with reach being mitigated by skill, I just want to see that specfic skills in play, not abstracted.
I think its already part of the abstraction. A daggers reach corresponds to the lesser damage it deals.. in real world terms even 1 hit pt of damage = a deadly blow (even back in old AD&D 1e it could have been) ... the increased reach of the weapon is represented in D&D terms by making desparate defense against attacks from it harder. (ie it deals more damage) .... skilled users (rogues frequently) deal more damage with daggers overcoming that factor.
Weapon speed factors were fundamentally wrong in the past... somehow I dont see them being fixed anytime soon.
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1 year ago ::
Apr 30, 2012 - 6:07AM
#15
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Any negative change to the game should not be made. It doesn't matter if this change would single-handedly ruin the game --after all, that's what "open-ended" spells are for-- it just matters if it's a positive or a negative for the system.
This change is negative, so it should not be made. (Well, I actually like weapon speed factor, but I'm pretty sure I'm in the minority there.)
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1 year ago ::
Apr 30, 2012 - 7:57AM
#16
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Date Joined:
Jan 12, 2012
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If you want to model reach correctly, then you should perhaps also model the following aspects:
- You can use a spear defensively keeping an enemy at a distance.
- A person with a pike or spear cannot attack a person that is standing next to him
But personally I would prefer to play a game that forces my character to make meaningful decissions during combat. I have a feeling that your rule will add complexity without providing meaningful decissions.
DISCLAIMER: I never played 4ed, so I may misunderstand some of the rules.
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1 year ago ::
Apr 30, 2012 - 8:26AM
#17
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Define cumbersome.
Adding mechanics that require combatants to consult charts that compare relative weapon sizes, which is what a proposal that actually replicates reach (as opposed to your proposal) would require.
So an example of cumbersome mechanics are the weapon type vs. armor class charts from First Edition.
I'm not saying your propsal is cumbersome. I'm saying your proposal (bonus to his for longer weapons) doesn't replicate reach. I'm further saying that mechanics that would actually replicate reach would be cumbersome.
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1 year ago ::
Apr 30, 2012 - 8:39AM
#18
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Date Joined:
Oct 26, 2004
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Ok I wasn't there for 1e or AD&D, what the heck is a reach statistic?
To me reach means the range at which you can make melee attacks, and possibly opportunity attacks.
A different reach system has been proposed that not only doesn't seem to model that, but is currently utterly opaque to me. Barring a better explaination I gotta lend support for the 4e style reach.
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1 year ago ::
Apr 30, 2012 - 9:02AM
#19
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- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
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Rampant,
Phried is discussing weapon reach in its colloquial sense. A dagger is shorter in length than a longsword. That gives the longsword advantages over the dagger. Those advantages are not reflected directly in the rules (though I would argue they are already incorporated in damage die size). He wants longer weapons to gain a bonus to hit. I don't see how that replicates weapon reach.
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1 year ago ::
Apr 30, 2012 - 9:05AM
#20
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Date Joined:
Jan 28, 2012
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Rampant,
Phried is discussing weapon reach in its colloquial sense. A dagger is shorter in length than a longsword. That gives the longsword advantages over the dagger. Those advantages are not reflected directly in the rules (though I would argue they are already incorporated in damage die size). He wants longer weapons to gain a bonus to hit. I don't see how that replicates weapon reach.
He's not talking about a bonus to hit, the opponent takes a penalty to hit him based o nthe difference of the reach value. I don't have a problem with this. Anyone who isn't using a Halibert deserves what they get.
In my games players have always been Exceptional individuals, not Exceptions to the internal logic of the game world.
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