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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E combat and powers: How to keep the baby and not the bathwater?
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<blockquote data-quote="LostSoul" data-source="post: 5856058" data-attributes="member: 386"><p>I think there are two different levels that they should design combat for.</p><p></p><p>The most basic should be a very abstract version - maybe not one-minute rounds, but still pretty abstract. B/X would be the baseline here: you have a few combat options, like melee, charge, ranged attacks (details about firing into melee if possible), withdraw, and casting spells. Turn-based initiative.</p><p></p><p>It would be too abstract to get into details like disarming or even knocking someone prone. HP would cover a lot of that ground.</p><p></p><p>The design goal would be for quick real-time resolution and a drain on adventure-scope resources (HP, spells).</p><p></p><p>They should also include a more detailed combat system where each character's action is 6 seconds. What your character is actually doing is important here.</p><p></p><p>The design goal would be to make sure that players have interesting tactical choices that change round-by-round while adventure and encounter-based resources would be drained.</p><p></p><p>I personally feel that if we're going to get into detailed choices we might as well remove abstraction, that is, the system would care about what your character is actually doing in the game's fiction. e.g. If you have the ability to knock someone prone, the system would care about how you actually achieve that effect instead of using an abstract to-hit roll + choice of power.</p><p></p><p>But that's just me.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5856058, member: 386"] I think there are two different levels that they should design combat for. The most basic should be a very abstract version - maybe not one-minute rounds, but still pretty abstract. B/X would be the baseline here: you have a few combat options, like melee, charge, ranged attacks (details about firing into melee if possible), withdraw, and casting spells. Turn-based initiative. It would be too abstract to get into details like disarming or even knocking someone prone. HP would cover a lot of that ground. The design goal would be for quick real-time resolution and a drain on adventure-scope resources (HP, spells). They should also include a more detailed combat system where each character's action is 6 seconds. What your character is actually doing is important here. The design goal would be to make sure that players have interesting tactical choices that change round-by-round while adventure and encounter-based resources would be drained. I personally feel that if we're going to get into detailed choices we might as well remove abstraction, that is, the system would care about what your character is actually doing in the game's fiction. e.g. If you have the ability to knock someone prone, the system would care about how you actually achieve that effect instead of using an abstract to-hit roll + choice of power. But that's just me. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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