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Tactical combat in RPGs is a pale shadow of its far superior counterparts in board games/war games/video games.
The fascinating thing from my perspective is that this is changing, in part, due to so many tabletop RPG game designers reevaluating 4e. Although 4e was accused of trying to be "WoW," it was actually closer in many ways to tactical video games like Final Fantasy Tactics. So this is why 4e is cited as an influence for TTRPGs like Lancer/Icon, Fabula Ultima, and Gubat Banwa, which also draw a lot of influence from tactically-focused JRPGs. (This is not to mention Matt Colville's upcoming TTRPG.) I do think that we will see more tactical combat TTRPGs in the future.

That said, I would like to see TTRPGs take a cue regarding class/character design from MOBAs. Create a large selection of classes, but with a limited set of abilities (a basic attack, a passive, 3-4 active abilities, and an ultimate).
 

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I think they just need to decide whether it is actually a thing in gameplay or not. 5E seems to want resource management, then undermines it at every turn.
But contradicting yourself is vital for that D&D feel!

Gygax constantly contradicted himself and he's beloved to this day.

4E was consistent with its design goals and it became widely scorned for it!
 

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