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<blockquote data-quote="AbdulAlhazred" data-source="post: 5209387" data-attributes="member: 82106"><p>Mmmmm, I gotta somewhat agree with KD on this one. I HAVE seen slowed work effectively, but it really is pretty marginal. In 150 or so DMing sessions of 4e I can count the number of times it was really significant on one hand, and I'd have to rank it dead last overall as an effective condition. If it didn't exist nobody would really miss it. Slow wasn't at all common in previous editions either. </p><p></p><p>While I don't necessarily agree with a lot of things KD says I really do think he's getting at an underlying truth. Most of the fiddly and more marginal conditions and effects and a lot of the more intricate interactions between them really are NOT necessary to have a good solid highly tactical system. Real tactics isn't about exploiting mechanical interactions, its about using solid tactical principles, mobility, firepower, terrain, etc. I still think that element is prominent in 4e's combat system but if class features, powers, etc had been designed around a more restricted set of less fiddly effects it would have been just as tactical and worked just as well.</p><p></p><p>Let that be a lesson to future game designers. Less is more. If you want to improve a game, take something out and see if its really needed before anything else.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5209387, member: 82106"] Mmmmm, I gotta somewhat agree with KD on this one. I HAVE seen slowed work effectively, but it really is pretty marginal. In 150 or so DMing sessions of 4e I can count the number of times it was really significant on one hand, and I'd have to rank it dead last overall as an effective condition. If it didn't exist nobody would really miss it. Slow wasn't at all common in previous editions either. While I don't necessarily agree with a lot of things KD says I really do think he's getting at an underlying truth. Most of the fiddly and more marginal conditions and effects and a lot of the more intricate interactions between them really are NOT necessary to have a good solid highly tactical system. Real tactics isn't about exploiting mechanical interactions, its about using solid tactical principles, mobility, firepower, terrain, etc. I still think that element is prominent in 4e's combat system but if class features, powers, etc had been designed around a more restricted set of less fiddly effects it would have been just as tactical and worked just as well. Let that be a lesson to future game designers. Less is more. If you want to improve a game, take something out and see if its really needed before anything else. [/QUOTE]
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