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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7035627" data-attributes="member: 82106"><p>I think its also quite possible to play 4e without really engaging with the tactical depth. The GM might need to stick to encounters that emphasize other elements of the game, so maybe not unleashing a level + 5 boss with some very tactically challenging encounter design, but instead putting more emphasis on story elements and letting the challenge level find a comfortable point. </p><p></p><p>I found this to be the case with my original group of players that they didn't care to be super tactically minded players or really try to optimize their characters overly much. They did discover it was fun to engage tactics to some extent and could be rewarding, and they didn't ignore the better combat options. It was just that they would take some good combat feat because "being a bad-ass" was part of the character concept, or maybe they'd take one that was sub-optimal for the same reason. This party rarely fought the most extremely challenging possible encounters that a bunch of optimizers might need to face to be challenged. It didn't matter to the story. I mean there's ALWAYS a tougher monster you could have thrown at any party.</p><p></p><p>The point is, combats didn't have to be strictly about flanking and putting on the right buff at the right instant, etc. It could be more about "we gotta get past the orc before the rope breaks!" or something like that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7035627, member: 82106"] I think its also quite possible to play 4e without really engaging with the tactical depth. The GM might need to stick to encounters that emphasize other elements of the game, so maybe not unleashing a level + 5 boss with some very tactically challenging encounter design, but instead putting more emphasis on story elements and letting the challenge level find a comfortable point. I found this to be the case with my original group of players that they didn't care to be super tactically minded players or really try to optimize their characters overly much. They did discover it was fun to engage tactics to some extent and could be rewarding, and they didn't ignore the better combat options. It was just that they would take some good combat feat because "being a bad-ass" was part of the character concept, or maybe they'd take one that was sub-optimal for the same reason. This party rarely fought the most extremely challenging possible encounters that a bunch of optimizers might need to face to be challenged. It didn't matter to the story. I mean there's ALWAYS a tougher monster you could have thrown at any party. The point is, combats didn't have to be strictly about flanking and putting on the right buff at the right instant, etc. It could be more about "we gotta get past the orc before the rope breaks!" or something like that. [/QUOTE]
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Speculation about "the feelz" of D&D 4th Edition
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