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Rule of Three: March 13
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<blockquote data-quote="ExploderWizard" data-source="post: 5850413" data-attributes="member: 66434"><p>How are all the tactically rich options any different if in the end it all comes down to HP attrition anyway? How is pelting something with "I attack" functionally different from " I use at-will/encounter/daily" except perhaps the simple attack takes less time?</p><p> </p><p>The main difference I see is that everything in 4E has a much larger pile of HP and just takes longer to chop through. All the pushing pulling sliding is just to keep your eyes from glazing over from thinking about how long the whole process is taking. </p><p> </p><p>If some of these cool maneuvers could accomplish something beyond the same old reduction of HP then perhaps they might be worth the time it takes to deal with them. Conditions are just more things to track while the HP ticker winds down. </p><p> </p><p>D&D combat is abstract. Abstract combat should be quick and simple. If combat is to become a larger part of play and be focused on for the majority of play time then a detailed tactical system that involves more than a HP grind should be be implemented. Once you go that far, then you are outside the scope of D&D and into other game territory.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5850413, member: 66434"] How are all the tactically rich options any different if in the end it all comes down to HP attrition anyway? How is pelting something with "I attack" functionally different from " I use at-will/encounter/daily" except perhaps the simple attack takes less time? The main difference I see is that everything in 4E has a much larger pile of HP and just takes longer to chop through. All the pushing pulling sliding is just to keep your eyes from glazing over from thinking about how long the whole process is taking. If some of these cool maneuvers could accomplish something beyond the same old reduction of HP then perhaps they might be worth the time it takes to deal with them. Conditions are just more things to track while the HP ticker winds down. D&D combat is abstract. Abstract combat should be quick and simple. If combat is to become a larger part of play and be focused on for the majority of play time then a detailed tactical system that involves more than a HP grind should be be implemented. Once you go that far, then you are outside the scope of D&D and into other game territory. [/QUOTE]
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Rule of Three: March 13
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