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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Tony Vargas" data-source="post: 6350773" data-attributes="member: 996"><p>Once you've split that hair, you're /still/ blowing through the remaining half of it.</p><p></p><p></p><p>Not at all. CaW assumes that there's a 'right' amount of time spend on combat (for CaW), and that it's very little time. I provided a direct quote to that from the original article. That's inconsistent with the idea of methodical planning, prep, /and/ (the rest of) execution. </p><p></p><p>Agreed. 4e specifically addressed an issue with 3e combats becoming 'static,' by increasing the importance of tactics by: eliminating full-round actions (so creatures could move while still attacking at full effectiveness), adding 'riders' & minor-action powers so that characters could perform other tactically meaningful actions without unduly sacrificing DPR/'action,' formalizing involuntary movement (so positioning could potentially be needed every round), and increasing hps relative to damage dealt (to avoid 'rocket tag' and allow combats to be long enough in rounds for tactics to matter). Some or all of that has been construed as making combats take 'too long' (which, again, I agree borders on nonsense, since there's no definitive 'right' duration for combats), and the original CaW article re-iterates that criticism.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6350773, member: 996"] Once you've split that hair, you're /still/ blowing through the remaining half of it. Not at all. CaW assumes that there's a 'right' amount of time spend on combat (for CaW), and that it's very little time. I provided a direct quote to that from the original article. That's inconsistent with the idea of methodical planning, prep, /and/ (the rest of) execution. Agreed. 4e specifically addressed an issue with 3e combats becoming 'static,' by increasing the importance of tactics by: eliminating full-round actions (so creatures could move while still attacking at full effectiveness), adding 'riders' & minor-action powers so that characters could perform other tactically meaningful actions without unduly sacrificing DPR/'action,' formalizing involuntary movement (so positioning could potentially be needed every round), and increasing hps relative to damage dealt (to avoid 'rocket tag' and allow combats to be long enough in rounds for tactics to matter). Some or all of that has been construed as making combats take 'too long' (which, again, I agree borders on nonsense, since there's no definitive 'right' duration for combats), and the original CaW article re-iterates that criticism. [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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