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<blockquote data-quote="MoogleEmpMog" data-source="post: 3706345" data-attributes="member: 22882"><p>If anything it sounds even less like a console RPG than the current version of D&D, which in turn seemed less like a console RPG than BECMI, the latter being, from my recollection, the most console RPGish version of straight D&D to date - very little tactical positioning, battles both quick and numerous.</p><p></p><p>The monsters are way too complicated. Basic mooks should not have the kind of stance/token/recharge abilities you describe in this example. This is very un-console-RPGish, and it would increase rather than decrease the GM's workload.</p><p></p><p>Two orcs, two goblins and a hobgoblin taking three rounds to kill seems fair, though not very console-RPGish.</p><p></p><p>I suppose you could argue both are covered by the idea these orcs and goblins are actually classed NPCs of some importance - bounty hunters, perhaps? However, the example of play doesn't indicate that; in a console RPG, there would be a dramatic intro scene for enemies worth this much effort.</p><p></p><p>Some of the abilities are still per day. Ugh. The hybrid per-day/per-encounter thing does NOT solve the issues per-encounter is supposed to solve. Per-encounter, meanwhile, isn't console RPGish at all and takes away from that feel.</p><p></p><p>Most of what are called stances... aren't. Stance would make more sense on a static ability.</p><p></p><p>For all those gripes, I don't really mind the example. It would be interesting for a sub-boss encounter, though then it's too easy; my biggest issues are with the terminology, with the overly complicated abilities for what appear to be random mooks, and with it not being anything at ALL like a console RPG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3706345, member: 22882"] If anything it sounds even less like a console RPG than the current version of D&D, which in turn seemed less like a console RPG than BECMI, the latter being, from my recollection, the most console RPGish version of straight D&D to date - very little tactical positioning, battles both quick and numerous. The monsters are way too complicated. Basic mooks should not have the kind of stance/token/recharge abilities you describe in this example. This is very un-console-RPGish, and it would increase rather than decrease the GM's workload. Two orcs, two goblins and a hobgoblin taking three rounds to kill seems fair, though not very console-RPGish. I suppose you could argue both are covered by the idea these orcs and goblins are actually classed NPCs of some importance - bounty hunters, perhaps? However, the example of play doesn't indicate that; in a console RPG, there would be a dramatic intro scene for enemies worth this much effort. Some of the abilities are still per day. Ugh. The hybrid per-day/per-encounter thing does NOT solve the issues per-encounter is supposed to solve. Per-encounter, meanwhile, isn't console RPGish at all and takes away from that feel. Most of what are called stances... aren't. Stance would make more sense on a static ability. For all those gripes, I don't really mind the example. It would be interesting for a sub-boss encounter, though then it's too easy; my biggest issues are with the terminology, with the overly complicated abilities for what appear to be random mooks, and with it not being anything at ALL like a console RPG. :( [/QUOTE]
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