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  1. X

    Why Must I Kludge My Combat?

    Ahh ok. But I am not entirely convinced. Say that you want to slide someone to some square or move your pawn to one. To make this choice you have to think about what may happen next. For example: can some enemy move and flank me where I am going? So you kind of pre-track things. But this thing...
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    Awards and Fans and Publishers! Oh, my!

    Which means what? That Wotc does not submit by itself?
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    Awards and Fans and Publishers! Oh, my!

    Does Wotc submit books for the various categories as the other publishers do? This is a genuine question.
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    Why Must I Kludge My Combat?

    I do not agree with this. The battleboard gives information regarding squares. But you still have to track what powers/resistances you have regarding squares and what square related powers/resistances your enemies have. Without a battleboard you could lose the information regarding squares (and...
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    How much complexity is right for you?

    Danger can mean more things than actual wounds though. It may mean how much you can get yourself exposed to some attack that can be critical. For example when you fight and your enemy gains advantage danger to get hurt rises. When your enemy loses that advantage your danger status may get lower.
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    How much complexity is right for you?

    Point #1: Tactical combat and complicated weapon tables are not the same thing. Point #2: Vastly detailed combat is not the same as tracking hit locations and the like. Point #3: It is a gameplay design issue. You have to ask yourself: What does tracking hit locations may add to the game...
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    Why Must I Kludge My Combat?

    What you are saying is that you need some game rules that guide you how to do it. And I certainly agree with your take, as neither could I pull this off without any rules.
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    Why Must I Kludge My Combat?

    For me, to understand your question and be able to answer it, you have to better define what you mean when you say "swing and damage". For example it seems you do not want to be tracking attacking skill and/or defensive skill. But you know that D&D tracks BAB or THACO, AC and hps. So I am not...
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    Why Must I Kludge My Combat?

    Again I want to rise an objection. Complexity levels and having battleboard options is something different. Having battleboard options means that there is some certain level, some certain standard of complexity. Not having battleboard options does not mean that the complexity has to be of a...
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    Why Must I Kludge My Combat?

    The ability to get flanked or not is ermm... an ability. Which means it is dependant on skill and luck by some measure. Which you can define. Same regarding ability to coordinate people or break coordination of people. You can abstract really everything. There are no problems in abstracting...
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    Why Must I Kludge My Combat?

    There is still some confusion here. What I am saying is that killing things and taking their stuff can be done either with wargaming techniques or with rpg techniques. Roleplaying killing things and taking their stuff mechanically evolved from wargames as wargames are based on some simulation...
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    Why Must I Kludge My Combat?

    I did read your post. I disputed the point of no battlemap with 4e style choices generally means no interesting mechanic options for a swordsman like guy. I believe I was clear in this, no?
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    Why Must I Kludge My Combat?

    Hmmm. I believe your point confuses matters. Go and Chess are games that are exactly about this: a tactical analysis exercise. Rpgs OTOH need to use tactics as a means to make things interesting within their own roleplaying environment: "If I do this I am risking this - if I do that I am risking...
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    Why Must I Kludge My Combat?

    I am positive that a game can be designed where this does not happen. Interesting action choices for fighters without the grid. There is a bunch of games that have been doing this, for example "The Riddle Of Steel". It uses no minis but the system has tactical choices that have to do with...
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    Why Must I Kludge My Combat?

    I do not agree with this. Skill challenges and stuff. Now, what the 4e design team is good about is developing/producing a game line like 4e: which is not a small thing to do if you do not have the experience to do it. They are veterans of D&D lore, they can write lots of words and they know...
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    Why Must I Kludge My Combat?

    There are many feelings that games tend to evoke. Relaxing may be one of them but not the only one. Certainly a game that to play it properly never allows you to relax and keeps you constantly worried about things artificial and not intuitive does not sound fun to me. Rpgs that are built and...
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    [Ari Marmell's blog] To House Rule or Not to House Rule

    I talked about some specific problems regarding SCs and their merit regarding the scarce value of SCs. Since no one tried to address this but spoke of changes instead you could rather address how they fixed these problems, if they did fix them or found a solution to their merits indeed. I know...
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    [Ari Marmell's blog] To House Rule or Not to House Rule

    No prob. So are you saying that if I manage to pull something of this sort it could be the equivalent of finding out how to live forever? Nah, it is a lot more mundane than that and hardly I believe anything revolutionary. A bunch of games I am aware of have taken some shots at ideas of this...
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    [Ari Marmell's blog] To House Rule or Not to House Rule

    So cause I have no DDI subsription and I have not read RT's article I am an epic fail? Well, I provided my poor thoughts on how something like SCs could work. Do not know if you did read it cause I edited it in that post you have been quoting me after a while I made it first place. I wont buy a...
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    [Ari Marmell's blog] To House Rule or Not to House Rule

    They do use maps because they already have the preconception of how things play out and what their guidelines may mean in regards to that. So to them they sort of help them win time on communicating their message. They do not take turns but act realtime. In tabletop rpgs people do take turns and...
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