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Speculation about "the feelz" of D&D 4th Edition
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7035635" data-attributes="member: 82106"><p>Its hard to go in the opposite direction. With 4e you can reduce the importance of tactics, of combat generally if you wish, you could even play a version of the game where you used abstract rules for combat, treat it like an SC. I don't see a way to do the opposite with 5e. I suspect this is exactly why WotC has never even tried to fulfill the early promises of 'tactical module' and whatnot. Its not something you graft on. Not that I doubt you could create a game based on 5e that had a high emphasis on tactics, but it would be a near-total rewrite in many respects. It would have to define rules more clearly, provide some sort of objective situational representation (IE not ToTM as such), and then adjust other existing elements as needed to produce the actual interesting tactics (IE you might need to remove or modify spells, class features, etc. to produce characters that would have the interesting tactical options, and/or make changes to monsters, encounter design, etc.).</p><p></p><p>I think this is a point that lead to a lot of disappointment with 5e, that it wasn't designed with this in mind from the start and thus simply can't do it.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7035635, member: 82106"] Its hard to go in the opposite direction. With 4e you can reduce the importance of tactics, of combat generally if you wish, you could even play a version of the game where you used abstract rules for combat, treat it like an SC. I don't see a way to do the opposite with 5e. I suspect this is exactly why WotC has never even tried to fulfill the early promises of 'tactical module' and whatnot. Its not something you graft on. Not that I doubt you could create a game based on 5e that had a high emphasis on tactics, but it would be a near-total rewrite in many respects. It would have to define rules more clearly, provide some sort of objective situational representation (IE not ToTM as such), and then adjust other existing elements as needed to produce the actual interesting tactics (IE you might need to remove or modify spells, class features, etc. to produce characters that would have the interesting tactical options, and/or make changes to monsters, encounter design, etc.). I think this is a point that lead to a lot of disappointment with 5e, that it wasn't designed with this in mind from the start and thus simply can't do it. [/QUOTE]
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Speculation about "the feelz" of D&D 4th Edition
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