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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="haakon1" data-source="post: 5806148" data-attributes="member: 25619"><p>Perhaps because I play at lower levels (never beyond 13th or so), I've never had that feeling, in AD&D or 3e/3.5e.</p><p></p><p>Or maybe it's just because a lot of CAW is about coming up with plans or on-the-fly actions, and I've never cared about balance.</p><p></p><p>Which is another difference, perhaps. </p><p>-- In CAS, balance matters because it's fundamentally about "fair fights", and balance is perhaps the highest design goal for 4e.</p><p>-- In CAW, balance within the party doesn't much matter, because it's a team game, and everyone doing their job as a team is where the fun comes in.</p><p></p><p>For example, in RECON, which is absolutely CAW but without any magic, you might have a 6 man team with a scout, a sniper, a machinegunner with an M-60, a radioman, a grenadier with an M-79, and a team leader with an M-16 and a backup radio.</p><p></p><p>Nobody seems to care in RECON that the radioman "can do more damage" because he can call in artillery and air strikes (analogous to the wizard). The radioman may cause more enemy KIA's in some scenarios (though not all), but it's not inherently more fun to play. </p><p></p><p>It's not any cooler or more/less necessary than the scout on pointman (arguably the most important job, analogous to the rogue of course in D&D), or the sniper who can "reach out and touch someone" in cool ways, or the machinegunner who can just tear the heck out of the enemy in a fight.</p><p></p><p>Everyone has their own job, and every job is cool in its own way, and vital to the success of the team.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5806148, member: 25619"] Perhaps because I play at lower levels (never beyond 13th or so), I've never had that feeling, in AD&D or 3e/3.5e. Or maybe it's just because a lot of CAW is about coming up with plans or on-the-fly actions, and I've never cared about balance. Which is another difference, perhaps. -- In CAS, balance matters because it's fundamentally about "fair fights", and balance is perhaps the highest design goal for 4e. -- In CAW, balance within the party doesn't much matter, because it's a team game, and everyone doing their job as a team is where the fun comes in. For example, in RECON, which is absolutely CAW but without any magic, you might have a 6 man team with a scout, a sniper, a machinegunner with an M-60, a radioman, a grenadier with an M-79, and a team leader with an M-16 and a backup radio. Nobody seems to care in RECON that the radioman "can do more damage" because he can call in artillery and air strikes (analogous to the wizard). The radioman may cause more enemy KIA's in some scenarios (though not all), but it's not inherently more fun to play. It's not any cooler or more/less necessary than the scout on pointman (arguably the most important job, analogous to the rogue of course in D&D), or the sniper who can "reach out and touch someone" in cool ways, or the machinegunner who can just tear the heck out of the enemy in a fight. Everyone has their own job, and every job is cool in its own way, and vital to the success of the team. [/QUOTE]
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