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General Tabletop Discussion
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Move Attack Move: Issues with The New Standard for Combat
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<blockquote data-quote="Manbearcat" data-source="post: 6281670" data-attributes="member: 6696971"><p>The inevitability of the Conga/Carousel - O - Skirmish/Spring Attack with multiple enemies reared its head, speculatively and during play, early on in the playtest. </p><p></p><p>My guess is that the tactical combat module will clean this up. Something as simple as implementing the Opportunity Action that refreshes every turn (turn being "when any combatant spending their suite of actions") from 4e and changing Reactions out for OAs in these instances will resolve this. That would also allow the effective holding of choke points, defender-level melee control (and build options that leverage synergy there - eg 4e Fighter), and would value, and thus engender, PC and NPC mobility-augmenting ("shift" or OA avoidance) effects being brought into play.</p><p></p><p>This was one of the great things about 4e combat. Great passive and activatable melee control makes for enjoyable tactical play for martial defenders but it also opens up, and values, the design space for melee skirmishers (such as the swashbuckler archetype moving nimbly through the battlefield, unloading a flurry, and deftly dancing away unscathed). Obviously with those things comes increased mental overhead and the potential for increased table handling time for players lacking proficiency or for folks who are inclined toward analysis paralysis. However, if you want a robust combat system that is dynamically tactical and induces mobile skirmishes, you've got to expect a certain level of workload for the GMs and PCs and complexity within the interface. If you don't want that then I suppose you can just "gentleman's agreement" the Conga Line out of existence.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6281670, member: 6696971"] The inevitability of the Conga/Carousel - O - Skirmish/Spring Attack with multiple enemies reared its head, speculatively and during play, early on in the playtest. My guess is that the tactical combat module will clean this up. Something as simple as implementing the Opportunity Action that refreshes every turn (turn being "when any combatant spending their suite of actions") from 4e and changing Reactions out for OAs in these instances will resolve this. That would also allow the effective holding of choke points, defender-level melee control (and build options that leverage synergy there - eg 4e Fighter), and would value, and thus engender, PC and NPC mobility-augmenting ("shift" or OA avoidance) effects being brought into play. This was one of the great things about 4e combat. Great passive and activatable melee control makes for enjoyable tactical play for martial defenders but it also opens up, and values, the design space for melee skirmishers (such as the swashbuckler archetype moving nimbly through the battlefield, unloading a flurry, and deftly dancing away unscathed). Obviously with those things comes increased mental overhead and the potential for increased table handling time for players lacking proficiency or for folks who are inclined toward analysis paralysis. However, if you want a robust combat system that is dynamically tactical and induces mobile skirmishes, you've got to expect a certain level of workload for the GMs and PCs and complexity within the interface. If you don't want that then I suppose you can just "gentleman's agreement" the Conga Line out of existence. [/QUOTE]
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Move Attack Move: Issues with The New Standard for Combat
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