ons. This message was edited 0 time. Last update was at 0000/00/00 00:00:00 00,000 points of Orks 0th W/D/L with Orks, 0/0/0 I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog! I'm Selling Infinity, 00k, dystopian wars, UK based! I also make designs for t-shirts and mugs and such on Redbubble! 0000/00/00 00:00:00 Subject: D&D 0th Edition Combat is Boring the_scotsman Shadowy Grot Kommittee Memba 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. "Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!" "So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 0 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 0s and 0s!" "you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 0!!" "...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 0 and triggering my All is Dust special rule!" 0000/00/00 00:00:00 Subject: D&D 0th Edition Combat is Boring harlokin [DCM] Ambitious Archon Port Carmine Other RPGs give the characters actual tactical options for combat, with clearly defined parameters, that are not simply rounds of 'mother may I' with the GM. Kabal of the Mon-keigh's Paw Coven of the Screaming Statues Cult of Veiled Malice "Death is only a concern if you're both weak enough to be killed and dumb enough not to arrange your own resurrection." PM000 0000/00/00 00:00:00 Subject: D&D 0th Edition Combat is Boring the_scotsman Shadowy Grot Kommittee Memba Lance000 wrote: 