Imaro said:I feel like you are still missing the point...it actually is just as good with more than one monster. Let's say you have monster A, B, C, D all 8 "hit" monsters. Now here's two examples of combat....
1st combat PC's (5) use at will powers (1 hit) first....
Total attks for monster on their turn is 4
2nd combat PC's use encounter powers (2 hits) first...
Total attks for monster on their turn is 3
3rd combat PC's use daily powers (3 hits) first...
Total attks for monster on their turn is 3
So here we see that you can lessen attrition of your party's hit points (and thus chance of dying) by opening with the daily then the encounter (which kills Monster B & C) then using the daily once there is only one monster to worry about.
Doing it in reverse means your party will take more damage from attacks by the monsters and thus there ius a greater chance you can be knocked unconscious or die before using the encounter or daily powers.
BeauNiddle said:Average chance for monster to hit 50% (depends on whom they target but it seems reasonable)
So it becomes:
At will - 2 hits
Encounter - 1.5 hits
Daily - 1.5 hits.
Cost of being hit is probably less than a healing surge for a suitable encounter.
So you give up the tactical flexibility of saving encounter and daily powers for the cost of a healing surge. Not a good deal in my book.
Yes I fully understand your point that in the one 'important' battle the best tactical option is to go in all guns blazing. But you seem to be arguing that the players should treat every battle if it's the one true battle when in fact most battles are 'just' scene setting.
With longer adventuring days and battles set up with reinforcements and stages most players will be quite willing to open with at-will powers and to do so is tactically sound.
It might not be the most efficient method but it is tactially sound.
4th ed has finally created a seperation between the two scoring metrics, FINALLY
As was mentioned in one of the earlier blogs from WotC when you spend a round maneuvering to get into a decent position it DOESN'T feel a wasted round unlike 3rd ed.
Imaro said:Maybe I'm not understanding the argument here since my point is that the most tactical and efficient way to deal with a room of monsters is to unleash as much damage to specific monsters as quickly as possible to reduce the number of enemies that must be dealt with. Are you arguing this is wrong? If so please elaborate what is a better strategy.
crosswiredmind said:If you are a "simulationist" gamer then you should appreciate that combat does require tactics and coordination. Furthermore combat teams should alway leverage the use of combined arms to enhance their effectiveness. Good simulation use rules to generate expected results. 4e does that very well. So I guess I am not getting what you see as the real problem.
crosswiredmind said:I did not say that they were linked. I said that 4e is just as abstract as 3e and in addition 4e will require more tactical thinking.
I'm just gonna break down that post to show how it would work from a logical perspective:Primal said:I think we may have a disagreement over what 'simulationism' entails. I see it meaning that the system models existing characters and the setting *realistically* and in detail. You see, the combat options in 4E are "class-specific" and work in very 'non-simulationist' way in my opinion -- for example, I can't just understand how the sliding/pushing stuff works from a logical POV. Does the rogue "empower" his weapons with kinetic energy, because he can slide even dragons or golems with certain attacks? Does the warlord have some sort of "psychic control" over allies and opponents, as he can also move them around and grant them extra actions? And why only certain fighters can attempt to trip their opponents?
All of the examples above only highlight the fact that 4E is moving away from whatever degree of 'simulationism' 3E achieved into a strictly "abstracted" combat in which balance and effectiveness and teamwork are the key issues and "realism" is ditched in the name of "fun". I see the end result being very much boardgame-y, but that's just my opinion.
AllisterH said:Actually, it has one metagame problem. It assumes that the PC can gang up on a single monster in a 5 monsters encounter AND the monsters lose initative. Wouldn't the BEST tactic for monsters be the same thing, a.k.a, focus on one PC but that's always been true thanks to D&D not having the spiral of death.
That said, I'm not sure this is the best tactic for the PCs anyway. If a monster can take 6-8 hits and an encounter power is 2hits while a daily is 3 it actually requires two PCs to take out each monster, thus, wouldn't the PCs end up with 1-2 monsters and they only have at-wills left?
This of course assumes that the monsters are setup to allow for this
Imaro said:You later argue that opening with at-will is tactically sound...but not the most efficient option, well isn't the best tactical option also the most efficient?
Fallen Seraph said:I'm just gonna break down that post to show how it would work from a logical perspective:
Now of course this depends on the ability, we have seen some which only work on one size above and below.
The manner in which a Rogue would go about sliding a Dragon or a Golem can vary, for example with a Golem: A Rogue could lodge a dagger in a leg mechanism causing it to stutter in its steps and "slide". With a Dragon: The Rogue goes about slipping in small attacks that annoy and frustrate the Dragon, causing the beast to try and move aside.
Essentially, not every slide is the PC literally pushing the enemy himself.
The warlord's abilities set up circumstances from which the other PCs can act, he sets up openings and such. So the other PCs can gain the chance to move and/or attack when normally they wouldn't. Same thing with the enemies, his abilities shove opponents out of the way or frightens them/disorganizes them.
We already know this is not the case from the other thread. But it makes sense that a fighter be more able then say a Wizard for example in tripping more effectively and able to deal out additional effects then a Wizard. Since he has trained in doing so, thus he understands how to trip more effectively and deal additional effects, ie: Trip and then stomps on head.