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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="Zustiur" data-source="post: 5867532" data-attributes="member: 1544"><p>Thanks. I knew there must be a simple way of saying it.</p><p></p><p></p><p></p><p>Well put. I do in fact enjoy the tactical nature, but I don't greatly need that in my DND. I used to play Warhammer 40k for my tactical and strategic fix. </p><p>I'd be happy to retain the tactical variety of 4E, so long as it wasn't at the cost of simulationism.</p><p></p><p>I think these two quotes go together:</p><p></p><p></p><p>Not meaning to blow my own trumpet here, but if I'm representative of the people who did not like 4E, and I'm a 'traditional gamer', then it stands to reason that traditional gamers are not narrative gamers. Therefore if 5E is trying to recapture traditional gamers, then the game system must avoid the mechanics that cause traditional gamers to reject the system. </p><p></p><p>Which is to say; 5E must avoid powers (as they currently stand).</p><p></p><p>That begs the question; <strong>What system should we adopt instead?</strong></p><p>To be successful in it's mission statement, 5E must </p><p>a) be representative of 'DND feel'</p><p>b) have mechanics which are as good, or better than previous incarnations of the same mechanic.</p><p></p><p>If powers upset so many people in WOTC's target audience, then they should not be our starting point.</p><p></p><p>Given the lack of information on combat manoeuvers in 2E and prior editions, that points us to 3E. Yet 3E was acknowledged as being overly complex (a lot of the time), and of having a binary switch between a manoeuver being worthless and being over powered (with feat specialisation).</p><p></p><p>So, in my mind, the target is:</p><p>* Something that approaches 3E's coverage of combat manoeuvers</p><p>* While remaining simpler</p><p>* And ensuring that these special attacks are neither worthless nor over powered (i.e. that they remain balanced options throughout the life of the game)</p><p></p><p>I have a number of ideas on that, and will probably expand on them in a future post.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5867532, member: 1544"] Thanks. I knew there must be a simple way of saying it. Well put. I do in fact enjoy the tactical nature, but I don't greatly need that in my DND. I used to play Warhammer 40k for my tactical and strategic fix. I'd be happy to retain the tactical variety of 4E, so long as it wasn't at the cost of simulationism. I think these two quotes go together: Not meaning to blow my own trumpet here, but if I'm representative of the people who did not like 4E, and I'm a 'traditional gamer', then it stands to reason that traditional gamers are not narrative gamers. Therefore if 5E is trying to recapture traditional gamers, then the game system must avoid the mechanics that cause traditional gamers to reject the system. Which is to say; 5E must avoid powers (as they currently stand). That begs the question; [B]What system should we adopt instead?[/B] To be successful in it's mission statement, 5E must a) be representative of 'DND feel' b) have mechanics which are as good, or better than previous incarnations of the same mechanic. If powers upset so many people in WOTC's target audience, then they should not be our starting point. Given the lack of information on combat manoeuvers in 2E and prior editions, that points us to 3E. Yet 3E was acknowledged as being overly complex (a lot of the time), and of having a binary switch between a manoeuver being worthless and being over powered (with feat specialisation). So, in my mind, the target is: * Something that approaches 3E's coverage of combat manoeuvers * While remaining simpler * And ensuring that these special attacks are neither worthless nor over powered (i.e. that they remain balanced options throughout the life of the game) I have a number of ideas on that, and will probably expand on them in a future post. [/QUOTE]
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4E combat and powers: How to keep the baby and not the bathwater?
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