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I want to do something cool Every Round!!!
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3088060" data-attributes="member: 22882"><p>In terms of the frustrating monsters or complex tactical challenges, I agree with you.</p><p></p><p>Resource management, not so much.</p><p></p><p>I don't think many people would consider chess 'simple,' yet each individual piece has only a very limited set of moves and no resource management whatsoever, outside of whether you want to sacrifice it to set up a later move.</p><p></p><p>I would actually say resource management is the most simplistic way of creating challenge - but it's hardly the only way. Removing all encounter-to-encounter resource management elements, clearing out the ablative encounters that clog most 'dungeon' style intense tactical adventures and replacing them with truly epic (and extremely challenging) set piece battles would change the feel of the game, but wouldn't have to make it any easier. In fact, this could easily ratchet up the difficulty as designers felt free to plan encounters for a fully healed, full power party instead of considering whether or not the PCs would be able to rest - and potentially making the encounter a cakewalk if they come up with an unexpected way of doing so.</p><p></p><p>For that matter, you don't necessarily have to take away resource management that accounts for in-encounter actions (like Mutants & Mastermind's Hero Point system or Iron Heroes' tokens). A succession of 'limit break' style abilities, or Magic the Gathering style building up of resources on a per match basis, would force the player to choose between doing a 'cool thing' now, a 'pretty cool' thing now and a 'really cool' thing next round, and so on.</p><p></p><p></p><p></p><p>Again, I don't see how it's 'simple fun' because it has no element of encounter-to-encounter resource management. Lots of games are considerably more complex than D&D in this regard, and definitely a lot more challenging than D&D's core assumptions, without having that element.</p><p></p><p></p><p></p><p>Personally, my feeling is that players of both stripes are better off with dedicated systems that serve them exactly the kind of experience they want. Sooner or later, having the two types at the same table always seems to cause problems, or at least to keep both from enjoying themselves to the fullest.</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3088060, member: 22882"] In terms of the frustrating monsters or complex tactical challenges, I agree with you. Resource management, not so much. I don't think many people would consider chess 'simple,' yet each individual piece has only a very limited set of moves and no resource management whatsoever, outside of whether you want to sacrifice it to set up a later move. I would actually say resource management is the most simplistic way of creating challenge - but it's hardly the only way. Removing all encounter-to-encounter resource management elements, clearing out the ablative encounters that clog most 'dungeon' style intense tactical adventures and replacing them with truly epic (and extremely challenging) set piece battles would change the feel of the game, but wouldn't have to make it any easier. In fact, this could easily ratchet up the difficulty as designers felt free to plan encounters for a fully healed, full power party instead of considering whether or not the PCs would be able to rest - and potentially making the encounter a cakewalk if they come up with an unexpected way of doing so. For that matter, you don't necessarily have to take away resource management that accounts for in-encounter actions (like Mutants & Mastermind's Hero Point system or Iron Heroes' tokens). A succession of 'limit break' style abilities, or Magic the Gathering style building up of resources on a per match basis, would force the player to choose between doing a 'cool thing' now, a 'pretty cool' thing now and a 'really cool' thing next round, and so on. Again, I don't see how it's 'simple fun' because it has no element of encounter-to-encounter resource management. Lots of games are considerably more complex than D&D in this regard, and definitely a lot more challenging than D&D's core assumptions, without having that element. Personally, my feeling is that players of both stripes are better off with dedicated systems that serve them exactly the kind of experience they want. Sooner or later, having the two types at the same table always seems to cause problems, or at least to keep both from enjoying themselves to the fullest. [/QUOTE]
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