crosswiredmind
First Post
Primal said:I *did* note that combat is *more* abstract in 4E than it was in 3E.
I wholeheartedly disagree. I think both systems are equally abstract but 4e requires more tactical thinking - you need to play as a team.
Primal said:I *did* note that combat is *more* abstract in 4E than it was in 3E.
crosswiredmind said:I wholeheartedly disagree. I think both systems are equally abstract but 4e requires more tactical thinking - you need to play as a team.
Henry said:You do realize don't you that you've just created the perfect analogy for the people complaining that 4e won't let them run the kinds of games they like? If the fork won't ever let you consume soup, then it's all the more reason to ditch the fork.
It's very possible that 4e won't work for what he used to use 3e for.
ProfessorCirno said:Not neccisarily. I, for one, have had more cases where I saw "Let's see, I need a bunch of demons..." over "Let's see, I need a bunch of heavy damage but low armor creatures..." When your party is in the hells, I find it easier to look up creatures by subtype ("Oh hey, these next few pages will be EVERYTHING I need!) over role (Dammit, time to go BACK to the table of contents ten more times).
Primal said:Well, not necessarily, no. See, I think it quickly becomes quite boring if *every* encounter has one or more Controller, one or more Artillery, one or more Brute, one or more Skirmisher, a host of Minions, and so on. And it's not just that -- your character's role more or less determines which monster you're supposed to attack (e.g. rangers keep peppering arrows at the Artillery and Controllers, while fighters and paladins are supposed to always tangle with Brutes and Minions). So while the first few adventures it might seem cool and awesome to take on a host of monsters in each fight, but soon it may become wearisome to always concentrate on certain enemy "types" in the spirit of team play, because you're are *expected* and even *required* to.
Not to mention that if you're not a tactically-minded DM, encounter/monster design in 4E might take a lot longer than it did in 3E.
mhensley said:Chess requires a lot of tactical thinking but is very abstract. They are not linked in any way.
mhensley said:Chess requires a lot of tactical thinking but is very abstract. They are not linked in any way.
crosswiredmind said:I wholeheartedly disagree. I think both systems are equally abstract but 4e requires more tactical thinking - you need to play as a team.
ExploderWizard said:I think the major point of contention is the definition of tactics in this case. There is old school fantasy combat tactics and the newer "role" based tactics. In both cases good teamwork is beneficial. The "role" version forces teamwork in a very specific manner. Each role has a defined subset of tasks that must be performed in order to do the very best both mathematically and tactically. I can see this as exciting for tabletop skirmishing but getting old in an extended campaign. Classes are already limiting by themselves without adding a the role layer to that.
Imaro said:I'm not really seeing how this relates to what was being discussed. I wasn't arguing if 4e promotes or doesn't promote going nuke...I guess I could think about it and post my response later. The discussion was about whether there was an advantage or not to using your more powerful abilities early on in a fight or using weaker abilities and waiting...whether you decide to use those powers or not in ay specific encounter is a different beast all together.
Even just using encounter powers where they equal "2 hits" and at-wills equal "1 hit" it is better for the group to hit most encounters with their most powerful abilities first...again with the 8 hit monster, if everyone in the party does "2 hits" instead of "1 hit" then the beast dies as opposed to being able to attk one or more players on it's turn. I think this will appear more and more in D&D 4e as time progresses, almost to the point where it will become redundant and predictable...I saw it happen with jedi in SW Saga ed. 85-90% of the time the players opened with most powerful to least powerful force powers.
ExploderWizard said:I think the major point of contention is the definition of tactics in this case. There is old school fantasy combat tactics and the newer "role" based tactics. In both cases good teamwork is beneficial. The "role" version forces teamwork in a very specific manner. Each role has a defined subset of tasks that must be performed in order to do the very best both mathematically and tactically. I can see this as exciting for tabletop skirmishing but getting old in an extended campaign. Classes are already limiting by themselves without adding a the role layer to that.