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OSR Observation

Started by Gabriel2, April 19, 2015, 11:09:30 AM

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J.L. Duncan

I have 5th edition. I'm yet to run a campaign with it (which is being planned), but we have done some skirmishes, with the mechanics.

Hmmm... That's a good question. I'm going to steal it and post in up in the Kenzer Forums. And give the DMG & PHB a second look. When we ran it, we were to busy trying to hack some goblins. I will get back on your point.

estar

#46
Quote from: J.L. Duncan;945778Hmmm... That's a good question. I'm going to steal it and post in up in the Kenzer Forums. And give the DMG & PHB a second look. When we ran it, we were to busy trying to hack some goblins. I will get back on your point.

Thanks, I asked them at Origins once but they were busy with people in their booth so they only gave me a summary answer which didn't explain much. Note they were friendly it just busy that hour and never got back around for a fuller answer.

The basic question is I swing my sword on second 6, with a speed of 5. What are my options for second 7,8,9, and 10. If any?  Interestingly enough with bows is a little clear as they have a side box that break downs the length of time. So if the character wants to do something earlier, you know where he was at with the bow and why he can't shoot it.  But even there I am not clear if that was their intent or not.

If I had to make a ruling in a game you could abort early and move but I would rule that your sword is unready and you will have to take the time to re-ready as if drawing it for the first time.

Gronan of Simmerya

This is why I gave up on ultra-detailed systems long ago.
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

estar

Quote from: Gronan of Simmerya;945815This is why I gave up on ultra-detailed systems long ago.

Hackmaster Basic is not that complex just unusual compared to other combat systems.


estar

Quote from: J.L. Duncan;945939Estar here is the thread over at the Kenzer forums... It includes a post from Dave as well.

Post: http://www.kenzerco.com/forums/showthread.php?65362-This-question-came-up-in-another-forum-about-the-count&p=1305038#post1305038

Thanks, look like the answer is that you can always move just can't attack until your count's up.

Exploderwizard

Quote from: estar;9457754th or  5th edition? They are very different sets of rules.

But yes I have both.

Fourth Edition
It is a monstrosity and the ultimate AD&D wet dream. People consider it a parody and while there definitely parody elements in that especially in the commentary and flavor text it is AD&D on steroids. Lots and lots of steroids. My friends and I tried and realized that much detail wasn't our cup of tea anymore. If that hit in the late 80s then it would have been a different story.

Fifth Edition
A very nice RPG with a unique method of handling time in combat. Basically there are no combat round and every action takes so many seconds.  I have to say while Harnmaster has the best injury system in my opinion, Hackmaster 5th however has one of the best ways of organizing combat time. Very free form with combatants not locked into a you go, I go order.

The only problem I have is grasping what happens in the seconds after you swing a sword (or any other action). If you have a speed factor of 5 and swing on second 6, you can't swing again until second 11. I don't get what the character can do in between if anything. The rules to me are not clear on that point.

As for the system overall it has some D&Dism not as close as DCC RPG but not as different as Palladium Fantasy.

As for classic D&D, I published my take as the Majestic Wilderlands supplement.

Quote from: estar;945954Thanks, look like the answer is that you can always move just can't attack until your count's up.

While playing around with 5th edition I was curious about this too. I don't have a problem with lighter weapons generally having lower speed factors but when you are measuring in actual seconds the differences get absurd, especially since I don't remember STR modifying these counts.

So if you have a skinny thief with a dagger against a regular man at arms with a sword, the thief will be much faster, but if that man at arms had an insane strength that permitted him to move that broadsword around as if it were a car antenna it still doesn't affect the count (IIRC). Not to mention that if anyone went into battle with a melee weapon that could only be employed every 6 or more seconds then they would be suicidal.

I believe GURPS handles these types of speeds much better when that kind of complexity is called for.
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Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

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