Unpopular opinions go here

Status
Not open for further replies.
[insert MCU-style quipping here]
"'Aldarc?' What kind of a name is that?" rolls eyes at camera
Huh. I wasn't even thinking about "character abilities" resource management. i was talking about in-fiction resource management -- rations and light sources and arrows and stuff.
The latter is actually potentially engaging, because it has to do with what is actually happening to your character. The former is busywork.

Wildhelm the Fighter does not know or think about the fact that he only has one use of Action Surge remaining until his next rest. Having to think about that takes me out of the character. He definitely needs to think about how much food he has left for this trek over the Mountains of Despire, though. Thinking about that puts me in his headspace.
 

log in or register to remove this ad







I'd argue that's a less transferable medium, generally.
Although I have thought you could probably get back some of the grittiness and high crunch of many 80s and 90s games by relying on VTTs to do a lot of the heavy lifting. Gear having finicky modifiers like Weapon Type vs AC, or expansive hit location and critical charts with lots of possible effects could be implemented pretty easily that way.
 

I don't want to agree with you but alas, this is true.

Especially in D&D/Pathfinder. I'll give them full credit for trying, they really did the best they could...but there is only so much you can do with that turn-based structure and a 5-foot grid before it turns into a convoluted mess. Soon you'll be spending several real-world hours to resolve a single minute of in-game time.

I'm not sold on that. There are some pretty excellent computer games that are tactically focused but are also turn-based.
 


Status
Not open for further replies.
Remove ads

Top