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<blockquote data-quote="Greymarch2000" data-source="post: 4847173" data-attributes="member: 18149"><p>I think that the tactics in HMB seem a lot more situational than d20 or 4E. In D&D 3/3.5 you'd tend to build a feat combo that you'd attempt to apply in every combat, maximing the power of your character build. In 4E it seems more of a question of when to use Encounter powers and wondering if you'll get to rest after so is it worth blowing a daily?</p><p></p><p>Those are all lots of tactical descions but I've always looked at combat in HM (and especially in Basic now from what I hear) as being more dramatic than tactical. Different combats are going to require different tactics, and a good crit or penetration can cause a huge problem, forcing players to think on their feet.</p><p></p><p>If the fighter gets knocked down from a good hit and creates an opening to the magic-user what should the cleric do? Heal the fighter? Block the enemies from getting to the wizards? While it is a tactical choice, the random range makes it more dramatic in my opinion than leveraging which power he should use.</p><p></p><p>That said there are some basic tactics like fighting defensivley or full attack which modify your ability to hit and be hit. Polearms behind a shieldwall is very viable in HMb. And from what I see most monsters fall from Trauma as opposed to losing all their hitpoint, so sending the Thief out to coup de grace them (which he can do in 3sec instead of 10) may be a good idea, but will he be exposed? Or will he pocket any treasure?</p><p></p><p>Also, I'd imagine a lot more things will be available in Advanced (like fighting with 2 weapons, etc..)</p></blockquote><p></p>
[QUOTE="Greymarch2000, post: 4847173, member: 18149"] I think that the tactics in HMB seem a lot more situational than d20 or 4E. In D&D 3/3.5 you'd tend to build a feat combo that you'd attempt to apply in every combat, maximing the power of your character build. In 4E it seems more of a question of when to use Encounter powers and wondering if you'll get to rest after so is it worth blowing a daily? Those are all lots of tactical descions but I've always looked at combat in HM (and especially in Basic now from what I hear) as being more dramatic than tactical. Different combats are going to require different tactics, and a good crit or penetration can cause a huge problem, forcing players to think on their feet. If the fighter gets knocked down from a good hit and creates an opening to the magic-user what should the cleric do? Heal the fighter? Block the enemies from getting to the wizards? While it is a tactical choice, the random range makes it more dramatic in my opinion than leveraging which power he should use. That said there are some basic tactics like fighting defensivley or full attack which modify your ability to hit and be hit. Polearms behind a shieldwall is very viable in HMb. And from what I see most monsters fall from Trauma as opposed to losing all their hitpoint, so sending the Thief out to coup de grace them (which he can do in 3sec instead of 10) may be a good idea, but will he be exposed? Or will he pocket any treasure? Also, I'd imagine a lot more things will be available in Advanced (like fighting with 2 weapons, etc..) [/QUOTE]
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