Matt James
Game Developer
What's wrong with combat systems that use miniatures?
What's wrong with combat systems that use miniatures?
I suppose 4e needs some sort of special labeling.In the game mode before combat begins, the game play is going to be concerned with the content of the fiction. ... And the decision making and system use ceases to be directly about the content of the fiction and becomes about squares, healing surges, encounter powers, HP, etc.,.
In general, i'd argue, how much of that flexibility is realyl useful? In human beings, flexibility is actually derived from strength, and a solid system backing up the gm is what allows them to really explore entertaining ideas.I think formalizing too many things by making them 'qualities' and 'points' and whatnot actually degrades the flexibility of the game, makes it seem even more mechanical, and adds little concrete advantage.
I agree that the system i'm proposing would not directly hit on many of the issues with 4e combat, but it would hit on other issues with 4e combat.You don't have to 'reimagine the role of combat' to make it faster.... So even supposing all your suggestions were implemented and work fine they don't solve the issue.
I'm not opposed to that, and i'm not saying the system would replace that. It would just make things clear, and give another option as to how to resolve scenes and the give-and-take between players and GM.And still, as far as the 'step it up' kind of things. What if I want my recurring villain to come back? If the player has a resource that says he can change that then we're into the whole DM messing with player resources etc. It may also just not make sense. I mean sure the player has to figure out how to make it make sense in the narrative, but just setting the scene properly seems to be enough to me "The bad guy runs back across the rickety bridge into the dark, do you want to follow after him?". That is the standard D&D way of doing it, which seems fine to me.
I hear you, but there is a lot to be gained from innovative design.Perhaps I've become set in my ways, but it has worked pretty well for all these years, lol.
I suppose 4e needs some sort of special labeling.
"WARNING: This game contains rules that actually work."
I find the transitions between combat mode and the other game modes to be too harsh. And that the connection between the rules and the shared fiction at the table becomes less direct during combat.
This quote is where my disconnect from your message is. It doesn't mean you are wrong at all and I want to learn more about it. I've never experienced this in my campaigns. Are you experiencing this through organized public play games (like LFR)?
Transitioning is a part of the game. The degree of rigidness comes from the storyteller--not the game. Just as the game cannot force roleplaying, it cannot govern the phenomenon you are describing.
Having read the thread, I have to agree. A clear case of burnout. nnms, I'd suggest taking a few months off from DMing (with the ease of DMing 4th it's not as if most groups are short of DMs) and play. Or do something else. You really need the break.I know I already used this line, but this really sounds like burnout to me. A change may be as good as a holiday: or you might just need a long holiday from GMing.
So I am of the mind that the perfect, at least for me, fantasy rpg system would have to be one that is a hybrid of whats good from 4E coupled with what I miss from 3.5. I don't find Pathfinder to be this, as it is mostly just 3.5 extended and not enough of 4E. So if WoTC is reading this, or some budding RPG designer, there is the need identified, the demand without a supply at the moment. My 2 cents.