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General Tabletop Discussion
*TTRPGs General
Is D&D abstract or micromanaged?
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<blockquote data-quote="Jer" data-source="post: 3497068" data-attributes="member: 19857"><p>By RAW, it's both, I think. And it's mainly due to the focus on using miniatures in combat more than anything else. Almost every single move during combat in D&D is a resource management problem -- you have so many squares to move, how will you spend them? You have so many hit points left, how will you risk them? You have so many spells left, are you going to cast one here? You have so many crossbow bolts left, is it time to break out the sword? It gets more and more apparent with the power level of the characters/monsters involved, but combat is a tactical battle mixed with a lot of resource management.</p><p></p><p>But, the physical simulation of what is going on is very abstract. No wounding, no real fatigue from battle, just simple hit point tallies that combine karma and health into one score. Defense bonuses represent weapons missing you completely as well as weapons clanging off your armor all in one score. Aptitude with weapons is wrapped up in a single "base attack bonus" number and a few class abilities. The physical simulation of combat is very abstract.</p><p></p><p>Abstract and micromanaging may not really be at opposite ends of a continous spectrum here. I'll need to think for a bit to see if I can come up with a game that has a strong concrete physical simulation of combat but doesn't require micromanaging -- the only one I can come up with is Warhammer Fantasy Roleplay 2nd edtition, but I'm not sure if that one is actually less micromanaging or not (we may have been ignoring rules to keep the action moving, I'd have to check).</p><p></p><p></p><p></p><p>I tend to like to run my RP games more abstract, so when my players are agreeable (as in my current game), I run the game with severely reduced emphasis on miniatures in combat. Movement, flanking, ranges and other factors are by judgement call, rather than by grid.</p></blockquote><p></p>
[QUOTE="Jer, post: 3497068, member: 19857"] By RAW, it's both, I think. And it's mainly due to the focus on using miniatures in combat more than anything else. Almost every single move during combat in D&D is a resource management problem -- you have so many squares to move, how will you spend them? You have so many hit points left, how will you risk them? You have so many spells left, are you going to cast one here? You have so many crossbow bolts left, is it time to break out the sword? It gets more and more apparent with the power level of the characters/monsters involved, but combat is a tactical battle mixed with a lot of resource management. But, the physical simulation of what is going on is very abstract. No wounding, no real fatigue from battle, just simple hit point tallies that combine karma and health into one score. Defense bonuses represent weapons missing you completely as well as weapons clanging off your armor all in one score. Aptitude with weapons is wrapped up in a single "base attack bonus" number and a few class abilities. The physical simulation of combat is very abstract. Abstract and micromanaging may not really be at opposite ends of a continous spectrum here. I'll need to think for a bit to see if I can come up with a game that has a strong concrete physical simulation of combat but doesn't require micromanaging -- the only one I can come up with is Warhammer Fantasy Roleplay 2nd edtition, but I'm not sure if that one is actually less micromanaging or not (we may have been ignoring rules to keep the action moving, I'd have to check). I tend to like to run my RP games more abstract, so when my players are agreeable (as in my current game), I run the game with severely reduced emphasis on miniatures in combat. Movement, flanking, ranges and other factors are by judgement call, rather than by grid. [/QUOTE]
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Is D&D abstract or micromanaged?
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