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Please define 'swingy'
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<blockquote data-quote="Fanaelialae" data-source="post: 5060817" data-attributes="member: 53980"><p>I agree that prep is more important in a swingy system than a grindy one.</p><p></p><p>The swingiest system that I can conceptualize is one with 0 rounds/turns, where the combat is decided before it has even begun (for example, with a coin toss). The grindiest system would involve infinite rounds (for example, combatants heal without limit and damage cannot outpace healing).</p><p></p><p>If you can use an ability before the combat (such that allows taking the best of two flips), the swingy system rewards you significantly. Obviously, it doesn't matter what you do beforehand in the grindy system because the combat will never end, hence you have no means to influence the outcome.</p><p></p><p>As a more realistic example, take a more swingy system that averages 3 rounds per combat and a less swingy system that averages 6 rounds. If you have 2 rounds of prep time in the first system, you've effectively received a total of 5 turns in 3 rounds of combat. In the second system, you'll have 8 turns in 6 rounds. 5/3 > 4/3 and, as such, "prep turns" are more heavily valued in the first system than the second, assuming everything else is equal.</p><p></p><p>This isn't to say that players in less swingy systems cannot benefit from prep. If you lure a dragon into a tiger pit, dealing high expression damage rather than insta-killing it is still certainly valuable. The reward is technically less in the first case, though if you are looking forward to fighting a dragon you might find the insta-kill anti-climactic (and thus overall less rewarding).</p><p></p><p>IMO, neither 3e nor 4e are extremes on the swingy/grindy scale. 3e is definitely more swingy while 4e is less, but that just means that each appeals to different preferences.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5060817, member: 53980"] I agree that prep is more important in a swingy system than a grindy one. The swingiest system that I can conceptualize is one with 0 rounds/turns, where the combat is decided before it has even begun (for example, with a coin toss). The grindiest system would involve infinite rounds (for example, combatants heal without limit and damage cannot outpace healing). If you can use an ability before the combat (such that allows taking the best of two flips), the swingy system rewards you significantly. Obviously, it doesn't matter what you do beforehand in the grindy system because the combat will never end, hence you have no means to influence the outcome. As a more realistic example, take a more swingy system that averages 3 rounds per combat and a less swingy system that averages 6 rounds. If you have 2 rounds of prep time in the first system, you've effectively received a total of 5 turns in 3 rounds of combat. In the second system, you'll have 8 turns in 6 rounds. 5/3 > 4/3 and, as such, "prep turns" are more heavily valued in the first system than the second, assuming everything else is equal. This isn't to say that players in less swingy systems cannot benefit from prep. If you lure a dragon into a tiger pit, dealing high expression damage rather than insta-killing it is still certainly valuable. The reward is technically less in the first case, though if you are looking forward to fighting a dragon you might find the insta-kill anti-climactic (and thus overall less rewarding). IMO, neither 3e nor 4e are extremes on the swingy/grindy scale. 3e is definitely more swingy while 4e is less, but that just means that each appeals to different preferences. [/QUOTE]
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