el-remmen
Moderator Emeritus
And I have not seen anything in 4e that prevents/discourages this.
I'm not sure I get what you mean here. . .
Also, despite the topic drift, I could have sworn this thread was about 3.xE.
And I have not seen anything in 4e that prevents/discourages this.
If you reduce all the choices to math, then making the choice seems easy - but the game isn't about the math - it is about the events/encounters that are being played through and what they might require or inspire. . .
Tell that to everyone who expounds the virtues of Castles & Crusades.
For some, the concept of an RPG that is slightly "incomplete" is appealing. They feel like they have room to put their own mark on things. 3e was a closed system; to add anything, you had to double check and see what breaks. C&C is open; add what you want since we gave you just a skeleton anyway. 4e is somewhere in the middle; somewhat open (not every combat maneuver is detailed) somewhat closed (...except for those to which there is powers assigned).
The problem I see with this analysis is that it assumes the tactical goals of the combat are always kill everyone and everything, and while I admit that can often be the case - it does not need to be, and often most encounters (I run) have a mix of goals, either intentional to the scenario, or based on the desires of specific characters' goals, ethos, prediclection, speculation, desire for information, curses, promises, incomplete information or caution, etc. . .
If you reduce all the choices to math, then making the choice seems easy - but the game isn't about the math - it is about the events/encounters that are being played through and what they might require or inspire. . .
Arguably "Big Six" didn't come up as an issue in 1e/2e because they just were not that significant - and there may have been a wider range of general fun magic items available for people too, perhaps.
(Generally I found 3e seemed to have fewer low level interesting items to give to party members - but that is probably mostly an artefact of the 'expected wealth by level' and the way that various magic items were graded as anything else).
It's true that periodically we would choose other options. It's not like grapple and disarm were NEVER used. But they were only either used when:
a) It was a special circumstance where we weren't trying to kill the monsters(about 5% of our battles)
b) A new player who hadn't figured out the odds yet
It's just that in the average D&D campaign plot there simply isn't much reason not to kill(or knock unconscious) monsters. {snip}
Also, if you want to capture and interrogate an evil cultist/goblin/thief, you can just drop them below 0 hits and stabilize them before they hit -10.