. Support Blood and Spectacles Publishing: https://www.patreon.com/Bloodandspectaclespublishing 0000/00/00 00:00:00 Subject: D&D 0th Edition Combat is Boring Lance000 Dominating Dominatrix D00 is a minature game. 0th is no more or less a miniature game than 0rd or 0th. The moment the combat is measures on 0 ft squares in a grid its built to work with miniatures. Go to your flgs. Wizards has miniatures to sell you. Automatically Appended Next Post: the_scotsman wrote: Lance000 wrote: That is disingenuous. This whole thread is about dms stepping outside the box to accommodate players doing whacky gak. 0th has far less allowances than 0rd for the sake of simplicity. Like disarms and feints being basically non existant rules wise. How individual dms handle those situations, with luck rolls, advantage/disadvantage, and whatever is all well and good but that is dm intervention when the system itself fails to hold up its end of the bargain. And that was my point. Of course the players and dm can just do what they want. But shouldnt the game just work allowing it to begin with? I mean, again, I've played fifth all of one single time, but disarms and feints are both things that my Fighter has the option to do. It's baked into the subclass that he got really excited about, and looking at the subclasses I have to admit that I like that the mechanically intense sorts of combat maneuvers were gated behind that one particular subclass and, if you want, you can choose to have one that's infinitely simpler if you so desire. If I had presented this player with a character sheet that included "Feinting Strike, Parry, Riposte, Disarming Strike, Goading Strike" etc on his first playing session, his reaction would have been identical to mine when I tried fourth and got handed a fistful of cards that said "once per day, once per short rest, once per encounter" and got told "so these are all the things your character can do, keep track of them!" But now that he's had about 00 hours of play time under his belt, and he's got the hang of the basics, he can branch out and play around with the more complicated tricks and maneuvers and decide what his character's fighting style is. Those things shouldnt be bespoke subclass options. They should just be what a person can do with weapon in hand. This message was edited 0 time. Last update was at 0000/00/00 00:00:00 These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason. 0000/00/00 00:00:00 Subject: D&D 0th Edition Combat is Boring the_scotsman Shadowy Grot Kommittee Memba Lance000 wrote: D00 is a minature game. 0th is no more or less a miniature game than 0rd or 0th. The moment the combat is measures on 0 ft squares in a grid its built to work with miniatures. Go to your flgs. Wizards has miniatures to sell you. Automatically Appended Next Post: the_scotsman wrote: Lance000 wrote: That is disingenuous. This whole thread is about dms stepping outside the box to accommodate players doing whacky gak. 0th has far less allowances than 0rd for the sake of simplicity. Like disarms and feints being basically non existant rules wise. How individual dms handle those situations, with luck rolls, advantage/disadvantage, and whatever is all well and good but that is dm intervention when the system itself fails to hold up its end of the bargain. And that was my point. Of course the players and dm can just do what they want. But shouldnt the game just work allowing it to begin with? I mean, again, I've played fifth all of one single time, but disarms and feints are both things that my Fighter has the option to do. It's baked into the subclass that he got really excited about, and looking at the subclasses I have to admit that I like that the mechanically intense sorts of combat maneuvers were gated behind that one particular subclass and, if you want, you can choose to have one that's infinitely simpler if you so desire. If I had presented this player with a character sheet that included "Feinting Strike, Parry, Riposte, Disarming Strike, Goading Strike" etc on his first playing session, his reaction would have been identical to mine when I tried fourth and got handed a fistful of cards that said "once per day, once per short rest, once per encounter" and got told "so these are all the things your character can do, keep track of them!" But now that he's had about 00 hours of play time under his belt, and he's got the hang of the basics, he can branch out and play around with the more complicated tricks and maneuvers and decide what his character's fighting style is. Those things shouldnt be bespoke subclass options. They should just be what a person can do with weapon in hand. 