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From: steven@qubix.UUCP
Newsgroups: net.games.frp
Subject: No Foo on the time-number of attacks business
Message-ID: <1182@qubix.UUCP>
Date: Thu, 7-Jun-84 18:03:57 EDT
Article-I.D.: qubix.1182
Posted: Thu Jun  7 18:03:57 1984
Date-Received: Sun, 10-Jun-84 01:49:44 EDT
Organization: Qubix Graphic Systems, Saratoga, CA
Lines: 50

References:
(*****)

>>  Mr. Maurer seems to forget that the AD&D combat system is very abstract.
>>  It doesn't even try to be realistic.  But, if he's going to criticize the
>>  rules,  I wish at least he'd get them straight.
>>  
>>  There are a lot of minor inconsistancies in the rules, but in 5 years of
>>  playing and 4 years of DMing I haven't run across ANY major inconsistancies.

	Perhaps I am just easily confused by "minor" inconsistancies,
    such as realism.

>>  What are you talking about?  The player's handbook states on page 102
>>  that combat movement is 10 times exploratory movement.  That's 120
>>  feet/minute.  As a DM, I only enforce the slow movement if the party is
>>  trying to make *very* accurate maps--accurate enough to tell if the
>>  walls are thick enough to hold secret compartments or passages, for
>>  example.

	This means that outdoors, in the same time it takes for a fighter
    to attack, I can run 360 feet (12" x 3feet/yard x 10 segments).  Wow,
    I've never run into a DM who plays this 'correctly'.  Well I guess
    that makes all thieves a win, since they can backstab just about
    anybody during every combat round.    Gosh, that means that if I
    decided to run away from a combat, by the time 15 to-hit rolls had
    been made, I could be a mile away.  Even this is slow, characters at
    their best do a 15 minute mile??

	Seriously though, do most people when they are playing (A)D&D really
    believe that for every to-hit roll that they make, a whole minute has
    gone by?   While I have never refereed (A)D&D, other than in impromtu
    style (no rules, just play), I have played in a whole hell of a lot of
    (A)D&D, and have never gotten this impression at all.  I must admit,
    that thats what it seems to say in the book though.....


>>  Sure, it's not super-realistic, but it's really well play-balanced so
>>  that no class overwhelms the others.  Also remember the rule of KISS--
>>  Keep It Simple Stupid.  I've played in some very detailed combat
>>  systems, and, believe me, they can get old real fast.

	Well, of course, I prefer a classless society :->
	
	Are those "detailed combat systems" just variants on D&D?
	I have noticed that many people try to patch the system,
	and end up with a convoluted mess, completely unplayable.

    Steven Maurer