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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6205527" data-attributes="member: 6696971"><p>Would that it wrote itself...takes 20 minutes to run (at most) and 40 minutes to post. if only I had an assemblage of online, intrepid heroes to play-by-post and help scribe the ballad! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Next time I'm enlisting you and @<span style="font-size: 10px"><a href="http://www.enworld.org/forum/member.php?16586-Campbell" target="_blank"><strong><span style="color: #ff6600">Campbell</span></strong></a>!</span></p><p><span style="font-size: 10px"></span></p><p><span style="font-size: 10px"></span></p><p></p><p>Having absolutely zero backstory with this one, that was the first thing that came to mind. Fictional positioning being a contingent of archers camping outside the lair, moving in the PCs wake through the lair, PCs give a signal (perhaps a horn) and archers assemble on the (lair equivalent of) ramparts and let loose a volley as a single-use consumable boon.</p><p></p><p></p><p>I'll post the analysis of the above from a:</p><p></p><p>- Wargamer table agenda/mechanics etc (1eish)</p><p>- AD&D 2e/CoC Storyteller</p><p>- Process sim/causal logic sandbox (the way I ran 3.x)</p><p></p><p>The Wargamer angle is pretty simple. The aesthetic is typically that the regard for the fictional positioning and genre constraints is subordinate to defeating challenges; hence the murderhobos phenomenon. There are several instances in that Skill Challenge of usage of sub-optimal skills due to coherency of fictional position.</p><p></p><p>The Storyteller and process/sim sandbox one will be a lot more nuanced and require a more lengthy post.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6205527, member: 6696971"] Would that it wrote itself...takes 20 minutes to run (at most) and 40 minutes to post. if only I had an assemblage of online, intrepid heroes to play-by-post and help scribe the ballad! :p Next time I'm enlisting you and @[SIZE=2][URL="http://www.enworld.org/forum/member.php?16586-Campbell"][B][COLOR=#ff6600]Campbell[/COLOR][/B][/URL]! [/SIZE] Having absolutely zero backstory with this one, that was the first thing that came to mind. Fictional positioning being a contingent of archers camping outside the lair, moving in the PCs wake through the lair, PCs give a signal (perhaps a horn) and archers assemble on the (lair equivalent of) ramparts and let loose a volley as a single-use consumable boon. I'll post the analysis of the above from a: - Wargamer table agenda/mechanics etc (1eish) - AD&D 2e/CoC Storyteller - Process sim/causal logic sandbox (the way I ran 3.x) The Wargamer angle is pretty simple. The aesthetic is typically that the regard for the fictional positioning and genre constraints is subordinate to defeating challenges; hence the murderhobos phenomenon. There are several instances in that Skill Challenge of usage of sub-optimal skills due to coherency of fictional position. The Storyteller and process/sim sandbox one will be a lot more nuanced and require a more lengthy post. [/QUOTE]
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