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Playtest report: Hanging on a fence
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<blockquote data-quote="Novem5er" data-source="post: 4161335" data-attributes="member: 57859"><p>Last night I played my first full battle of the new D&D Miniatures game, and if the RPG combat system plays anything like the minis game, I think us fans of tactical combat will be in for a treat.</p><p></p><p>For those not in the know, the miniatures rules and the RPG combat rules are very similar. There aren't any Second Winds, there's no Skill challenges, and each mini only has 1 or 2 options, however there are many similarities:</p><p></p><p>- movement (diagonals count as 1)</p><p>- static defenses (as opposed to Saving Throws)</p><p>- powers and attacks are clearly defined</p><p>- monsters and "players" each felt "special" due to powers</p><p>- much synergy between different minis</p><p></p><p>My friend and I had a great time at it and were VERY impressed at the breadth of options and tactics for a cheap, pre-painted minis game.</p><p></p><p>HOWEVER (and the reason I'm posting this here)....</p><p></p><p>Being a miniatures battle game.... it DID feel like a board game. No duh, right?</p><p></p><p>Well, if you ran a 4e preview game that focused solely on combat, then you would <em>basically</em> be playing DDM with expanded rules (second wind, /encounter powers, etc). Now, the combat rules so far are great, but if they were the basis of a 4e experience, then I could understand the "weirdness" and maybe even feeling a little hollow. Playing the DDM has definitely left me intrigued... but I'll have to see how a full RP session works out. I hope that Keep on the Shadowfell has some RP and skill challenges included.</p><p></p><p>Somebody mentioned that their experience with 4e so far felt a lot like those Japanese video game RPGs, where they walk around on a world map and then zoom-in to a battle scene for combat. I'd never thought about that, but it's true.</p><p></p><p>When you RP without miniatures, it's an easy transition from RP to combat. Roll Initiative! That's it.</p><p></p><p>With a mini-heavy combat system, the game interface changes. It will be interesting to feel this transition in action... completely cerebral roleplaying (with a few dice thrown in) and then suddenly "zooming in" to a tactical combat map with visual minis and "game" mechanics like spaces and squares. It might take my group some getting used to.</p></blockquote><p></p>
[QUOTE="Novem5er, post: 4161335, member: 57859"] Last night I played my first full battle of the new D&D Miniatures game, and if the RPG combat system plays anything like the minis game, I think us fans of tactical combat will be in for a treat. For those not in the know, the miniatures rules and the RPG combat rules are very similar. There aren't any Second Winds, there's no Skill challenges, and each mini only has 1 or 2 options, however there are many similarities: - movement (diagonals count as 1) - static defenses (as opposed to Saving Throws) - powers and attacks are clearly defined - monsters and "players" each felt "special" due to powers - much synergy between different minis My friend and I had a great time at it and were VERY impressed at the breadth of options and tactics for a cheap, pre-painted minis game. HOWEVER (and the reason I'm posting this here).... Being a miniatures battle game.... it DID feel like a board game. No duh, right? Well, if you ran a 4e preview game that focused solely on combat, then you would [I]basically[/I] be playing DDM with expanded rules (second wind, /encounter powers, etc). Now, the combat rules so far are great, but if they were the basis of a 4e experience, then I could understand the "weirdness" and maybe even feeling a little hollow. Playing the DDM has definitely left me intrigued... but I'll have to see how a full RP session works out. I hope that Keep on the Shadowfell has some RP and skill challenges included. Somebody mentioned that their experience with 4e so far felt a lot like those Japanese video game RPGs, where they walk around on a world map and then zoom-in to a battle scene for combat. I'd never thought about that, but it's true. When you RP without miniatures, it's an easy transition from RP to combat. Roll Initiative! That's it. With a mini-heavy combat system, the game interface changes. It will be interesting to feel this transition in action... completely cerebral roleplaying (with a few dice thrown in) and then suddenly "zooming in" to a tactical combat map with visual minis and "game" mechanics like spaces and squares. It might take my group some getting used to. [/QUOTE]
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Playtest report: Hanging on a fence
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