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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is 4E doing it for you?
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<blockquote data-quote="Felon" data-source="post: 4478513" data-attributes="member: 8158"><p>These days, when I want tactical skirmish gameplay, I find that Descent (preferrably with the Road to Legend expansion) delivers much more depth and elegance. In D&D, tactics seem fairly prescribed. Attack as a standard action every round. Move if you need to. If you can get flank, try to to get it. If you can't reach the opponent with a move action, then charge. If you need to heal an ally or pull a weapon or drink a potion or reload a crossbow, those "upkeep" actions have all been conveniently made a minor action so you never have to choose to not attack. </p><p></p><p>In Descent, my most effective option in a round could entail two attacks, one attack, or even no attacks at all; there are other goals in a Descent skirmish beyond "kill all enemies", so you don't need to designate the action used to attack as being more valuable than the action used to move. When I do attack or move, I have many options to combine it with: a dodge, aim, or guard order. I also could elect to use a different array of weapons for the job, because even the choice of which dice to roll is significant (as opposed to D&D, where most characters just use one optimal weapon all of the time). And I've got fatigue as a resource to manage for both offense and movement. </p><p></p><p>Ironically, while some claim D&D has become more of a board game, Descent has expanded into a campaign game. I would really love to see it take the next step and become and RPG.</p></blockquote><p></p>
[QUOTE="Felon, post: 4478513, member: 8158"] These days, when I want tactical skirmish gameplay, I find that Descent (preferrably with the Road to Legend expansion) delivers much more depth and elegance. In D&D, tactics seem fairly prescribed. Attack as a standard action every round. Move if you need to. If you can get flank, try to to get it. If you can't reach the opponent with a move action, then charge. If you need to heal an ally or pull a weapon or drink a potion or reload a crossbow, those "upkeep" actions have all been conveniently made a minor action so you never have to choose to not attack. In Descent, my most effective option in a round could entail two attacks, one attack, or even no attacks at all; there are other goals in a Descent skirmish beyond "kill all enemies", so you don't need to designate the action used to attack as being more valuable than the action used to move. When I do attack or move, I have many options to combine it with: a dodge, aim, or guard order. I also could elect to use a different array of weapons for the job, because even the choice of which dice to roll is significant (as opposed to D&D, where most characters just use one optimal weapon all of the time). And I've got fatigue as a resource to manage for both offense and movement. Ironically, while some claim D&D has become more of a board game, Descent has expanded into a campaign game. I would really love to see it take the next step and become and RPG. [/QUOTE]
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