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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5970360" data-attributes="member: 710"><p>You don't even get there. You do everything you can to avoid that from happeneing, because if it does, i tis likely you will not survive the entire run unless you're already done.</p><p></p><p>I've played Cyberpunk and Shadowrun, and usually, combats are not "balanced" in the 4E sense - the enemy is usually overmatched by the player characters and has no real chance. If they have a chance because you were rash or underestimated the opposition, you're likely losing someone in that run (well, he may burn a ton of Karma in SR to avoid that from happening). That <em>can be</em> an interesting playstyle, I think. And in D&D, it is often mimicked by tactics that involve a heavy use of spells to ensure that your enemy does not get a chance. Which in D&D usually implied the 15 minute adventuring day.</p><p></p><p></p><p>No, it's not fine, because even where you not interested in the specific story arc, you may be interested in every player contributing equally meaningful during combat - and the 15 minute adventuring work day with mobile villain bases will benefit those that have powerful resources and the ability to nova over those that don't. The game is simply unbalanced for this style of play.</p><p></p><p>If D&D Next wants to satisfy a wide variety of play styles, but doesn't support this one, I am not convinced that it will achieve its goals.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5970360, member: 710"] You don't even get there. You do everything you can to avoid that from happeneing, because if it does, i tis likely you will not survive the entire run unless you're already done. I've played Cyberpunk and Shadowrun, and usually, combats are not "balanced" in the 4E sense - the enemy is usually overmatched by the player characters and has no real chance. If they have a chance because you were rash or underestimated the opposition, you're likely losing someone in that run (well, he may burn a ton of Karma in SR to avoid that from happening). That [I]can be[/I] an interesting playstyle, I think. And in D&D, it is often mimicked by tactics that involve a heavy use of spells to ensure that your enemy does not get a chance. Which in D&D usually implied the 15 minute adventuring day. No, it's not fine, because even where you not interested in the specific story arc, you may be interested in every player contributing equally meaningful during combat - and the 15 minute adventuring work day with mobile villain bases will benefit those that have powerful resources and the ability to nova over those that don't. The game is simply unbalanced for this style of play. If D&D Next wants to satisfy a wide variety of play styles, but doesn't support this one, I am not convinced that it will achieve its goals. [/QUOTE]
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