Sylvius the Mad wrote...
I do object to twitch gameplay, but not all dodging is necessarily twitch gameplay.
D&D has a Dodge ability.
Origins has a dodge talent as well (something like 5% or 10% efficacy IIRC).
When I say "twitch", I'm referring to player skill, as opposed to mathematics. Learning how to dodge is something that would only benefit a twitch-based game, as a "dodge" skill would only be a random percentage (at least as far as we're accustomed; I don't recall the specific mechanics for 3E dodge). There's nothing for you to learn, only to reload and hope you get luckier the second time.
And if the tradeoff for no health regeneration was a fully twitch-based game, where not getting hit relies solely on moving your character out of the way (if you do get hit, damage depends on the attack and your armor, but getting hit is only about position when the attack lands), I expected that you would not be pleased about the limited regen anymore. :-)
simfamSP wrote...
It's a sensible decision.
But it really breaks character to rest for eight hours after every encounter just because you lost five hit-points and all you're lacking a fireball spell.
Well, you don't rest after every encounter; you just play smarter. ;-)
I only rested in IE games to rememorize spells IIRC, and I sometimes had to force myself to rest just because I was handling dungeons without needing to exhaust my spellbook (and my Bhaalspawn was usually a wizard).
But when you do need to rest, returning to town would have been foolish except for the most extreme situation (I guess out of potions or if the rest of your party is dead). The travel time doesn't seem justifiable from any roleplaying perspective.
Modifié par devSin, 07 août 2013 - 12:19 .