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Interesting talk with Mike Mearls (a few secrets slip too!)
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<blockquote data-quote="Umbran" data-source="post: 6343600" data-attributes="member: 177"><p>Noting that "tactical play" goes well beyond picking the right maneuver each round from your character sheet, you come to the point after the fight, "Dude, that was an awesome battle plan, and you were just amazing on the battlefield, so you guys took nary a lick of damage! Here, have inspiration!" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Yes, and in the next paragraph, this point becomes very important...</p><p></p><p></p><p></p><p>How in the world is the tactical player coming to that conclusion, given the difference in operation you note above? How can one be "strictly" better, when they do different things? You say you don't know how to measure it, so how is this player doing so?</p><p></p><p></p><p></p><p>The person who is engaging in long-term build options is a *strategic* player. The one making detailed decisions at runtime is the tactical player. These are two different things. A player may be strategic or tactical, or both. But they aren't always both. </p><p></p><p>Past research, in fact, says they are quite different*: <a href="http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html" target="_blank">http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html</a></p><p></p><p>For strategic players, we should have things like the Champion, and feats - build a character that reliably performs well in play in some focused way. For tactical players, we should have characters with many choices in play. I am not sure we need to specifically support the person who wants to be better than everyone all the time - "I do the best reliable damage, *and* I get to show off my tactical prowess beyond that! Woohoo!" That's sounds like it is drifting into spotlight hog territory.</p><p></p><p></p><p></p><p></p><p><span style="font-size: 9px">*I am not convinced that the labels "Thinker" and "Power Gamer" should not be reversed, here, but that's a fiddly bit of naming - the real issue is that there are clusters, with tactics and strategy as somewhat diametric elements.</span></p></blockquote><p></p>
[QUOTE="Umbran, post: 6343600, member: 177"] Noting that "tactical play" goes well beyond picking the right maneuver each round from your character sheet, you come to the point after the fight, "Dude, that was an awesome battle plan, and you were just amazing on the battlefield, so you guys took nary a lick of damage! Here, have inspiration!" :) Yes, and in the next paragraph, this point becomes very important... How in the world is the tactical player coming to that conclusion, given the difference in operation you note above? How can one be "strictly" better, when they do different things? You say you don't know how to measure it, so how is this player doing so? The person who is engaging in long-term build options is a *strategic* player. The one making detailed decisions at runtime is the tactical player. These are two different things. A player may be strategic or tactical, or both. But they aren't always both. Past research, in fact, says they are quite different*: [url]http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html[/url] For strategic players, we should have things like the Champion, and feats - build a character that reliably performs well in play in some focused way. For tactical players, we should have characters with many choices in play. I am not sure we need to specifically support the person who wants to be better than everyone all the time - "I do the best reliable damage, *and* I get to show off my tactical prowess beyond that! Woohoo!" That's sounds like it is drifting into spotlight hog territory. [SIZE=1]*I am not convinced that the labels "Thinker" and "Power Gamer" should not be reversed, here, but that's a fiddly bit of naming - the real issue is that there are clusters, with tactics and strategy as somewhat diametric elements.[/SIZE] [/QUOTE]
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