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Pendagast wrote:

id support what kirth said as a suitable fighter fix (alongwith general combat fixes)

but rangers and paladins (and anyone else in melee for that matter
) should be able tomove and use multi attacks as well, so I dont think this should go just to fighter, but rather should be part of fixing broken combat sequence.

As Kirth's "co-conspirator" in houseruling our home game, allow me to say that when you read "fighter" in his posts, you can assume that melee characters in general will benefit from much of what he is discussing.

We were discussing the strengths and weaknesses of 1e AD&D vs. 3x during our game break today, and I think we agreed that much of 3x is superior (character options and build potential, the skill and feat concept, monsters built using the same paradigm as characters), but that the underlying combat mechanic in AD&D had more going for it as a "balance" between the classes. In spite of 3x being more movement and position "aware" than AD&D, AD&D was more "dynamic" in what a characters (particularly melee types) could do with their actions. Melee types were much more mobile in AD&D than their 3x counterparts, and could do more with their actions each round (yes, I know AD&D rounds were a full minute, but with the switch, 3x casters were made considerably "faster", and melee classes were stuck in molasses, so to speak).

So, we are working on ways to make the round dynamic play more "old school", without "nerfing" the spellcasters.

;)


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