Gentlegamer said:
If you're a rogue and the prospect of a beatdown frightens you, stay out of melee. Same goes for wizards. Combat is the forte of the Fighter class (including Paladins, Barbarians, Rangers, etc.).
The problem with this advice (as others have also noted) is that combat takes up a lot of time at the D&D table. So staying out of combat means not playing the game.
med stud said:
My only experience with 1st edition D&D is the Curse of the Azure Bonds CRPG. I played PnP RPGs at the same time but not D&D. My impressions was that it had fun combats if you played all characters at the same time. This was due to the following:
<snip discussion of class roles and multi-classsing>
I don't think I'm the only one like that; I think many players can be won over from RPGs where everyone contributes to combats all the time (like Runequest). To win these people over a very good start is to make everyone being able to do something in all combats.
I've never played a computer game, but I have played quite a bit of 1st ed AD&D. And this post rung true for me, with one exception: at high levels UA fighters were capable of doing serious damage, with their 5/2 attacks and +3/+3 from double specialisation.
Gentlegamer said:
It seems that 4D&D is being built on the premise of tactical combat being hardwired into the game especially the balance of class utility to a degree even greater than that of 3e.
Yes, just as The Dying Earth is build hardwiring repartee into the game. The hardwiring in of combat is no great departure from earlier versions of D&D - it was a huge part of AD&D (to the extent that the 1st ed MM contains little more than combat details for monsters) and Moldvay/Cook Basic/Expert. The balance of class utility
is more recent.
Gentlegamer said:
This is not good, in my opinion.
I don't really understand your
reason for this opinion. Why should the game not offer all players a roughly equal likelihood of enjoyment during combat, the most frequent and time-consuming of challenges that PCs face in D&D?
Reynard said:
The problem isn't that MMOs and the like aren't fun, it is that they are not at all like RPGs and bringing their influence into table top gaming promises, in my view, to make the game less fun for everyone involved, much for the reasons you cite -- mostly the issues regarding combat balance. making sure every character class is equally viable in all situations, considering combat balance as the only kind worth working toward, hardwiring distinct combat roles into every character and creature, and removing elements from the game that pose the risk of having a player "lose" his turn are all lessons "learned" from MMOs. And every one of them detracts from the table-top play experience as it has been for 30 years. You can't reduce uncertainty and risk without also reducing tension; you can't ensure parity without increasing blandness; you can't enforce tactical roles without restricting choice.
It is simply not true, in my experience, that parity leads to blandness. Just as one example: a melee fighter who specialises in multiple attacks can be balanced (on a par) with one who specialises in single attacks dealing large amounts of damage. But the two will play very differently, and have a very different feel at the table. I know this because, in the RM game I GM, there are four fighters: a multi-attack specialist, a difficult-terrain and defender specialists, a single-target pounder with self-healing buffs, and a single-target pounder with flight and other enhancement buffs. All are able to contribute meaningfully in melee. And there is no blandness.
As for the issue of choice: choice is displaced from the action resolution mechanics back into the character build mechanics. (Although per-encounter abilities, if well-designed, will also give rise to an interesting range of choices of action within an encounter.)
Reynard said:
What's more is that building the game around encounters reduces the value of adventures which reduces the value of the campaign. Constant, incremental levelling is not necessary to engage the players and keep them coming back in a table top RPG like it is in an MMO, and in fact puts a focus on levelling and those incremental advances where it should be on play and the ongoing game.
As someone else said, encounters are the constituents of adventures and campaigns. But, and more pertinently, levelling and incremental advances are essential if choice is located at the character build end as much as (if not moreso than) at the action resolution end.
In the end, as far as I can tell your complaint is that character build mechanics are becoming as important as action resolution mechanics, and thus the proportionate importance to the play experience of "play and the ongoing game" is reduced. This is as true of 3E, relative to earlier editions, as it will be of 4e relative to 3E - perhaps even moreso. Just as it didn't appear to hurt 3E, so I doubt it will hurt 4e.
Reynard said:
It has to do with the shift between the resource management element to the instant gratification element.
I don't get this. Why should playing a game not be gratifying? Isn't that the
point of playing a game? The real question, AFAICT, is whether or not resource management is a sufficient source of gratification for sufficiently many RPGers to make it worth including in D&D. And on this point I assume that WoTC has done its market research.