D&D 4E Streamlined 4e combat

Garthanos

Arcadian Knight
If it is a FAST iteration of turns, then it is fine. That seems better to me then turning the turn sequence into pea soup, which is what 4e ended up doing.

IT was in some ways better but it was lost completely when 3e came out and it has been gone ever since. We are now moving chess pieces in turn and hoping interlacing out of turn actions will remind us of simultaneous action. Basically I have considered how to actually bring that simultaneous resolution back while allowing interesting choices -- a form of 5 pointed star roshambo might be a nice foundation. Often in a movie you have the camera pointing towards a character in focus and you don't necessarily notice what others are doing unless you have some interaction ... the others are still doing stuff its just not important at this moment. Zero out of turn actions in that context feels like zero sense of interaction. In a game where the fun is partly team work it sucks.
 
Last edited:

log in or register to remove this ad

Garthanos

Arcadian Knight
Yeah, there was a suggestion by @Tony Vargas (in the other thread IIRC) about the minion/elite 'mode' thing. It could also be called 'aggressive' and 'defensive' or whatever, and there are a few options for implementing it, but that would get you some of it. You could 'go aggro' for a big move, and toss out your daily.

HoML has 'vitality points' instead of AP/HS, you can burn them to play your big powers, so you could actually do something crazy like burn a VP to use a 'vitality' power, burn another one to buy an extra action, and burn a 3rd one to fire off a vitality power again, there's your real alpha strike! hehe.

You could add generic stances to enable the fighting desparately... etc.
 

IT was in some ways better but it was lost completely when 3e came out and it has been gone ever since. We are now moving chess pieces in turn and hoping interlacing out of turn actions will remind us of simultaneous action. Basically I have considered how to actually bring that simultaneous resolution back while allowing interesting choices -- a form of 5 pointed star roshambo might be a nice foundation. Often in a movie you have the camera pointing towards a character in focus and you don't necessarily notice what others are doing unless you have some interaction ... the others are still doing stuff its just not important at this moment. Zero out of turn actions in that context feels like zero sense of interaction. In a game where the fun is partly team work it sucks.

Well, now you have basically DW. Someone narrates something, and it becomes some sort of 'move'. There is NO definition of 'who goes when' or any sort of turn structure in that game, and the various moves are played out as a series of gambles and consequences basically. In fact, it really isn't THAT important in DW 'who goes next'.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top