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Structural Flaw of the D&D Combat System
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<blockquote data-quote="Yora" data-source="post: 8951241" data-attributes="member: 6670763"><p>That was 40 years ago.</p><p></p><p>Resource management was abandoned in the mid-80s in favor of scripted set-piece scenes that form a coherent pre-written story.</p><p></p><p>The situation that players throw out all their best abilities at the start of a fight and then go through less and less powerful and interesting option comes from the simple fact that they don't need to save anything for later and that they have the confidence that they can not lose the fight. If they play really poorly, the GM will fudge things so the pre-written story can continue as the script demands.</p><p></p><p>Everything is completely different when the PCs have to fight for their lives and also will have to fight their way back out of dangerous places. There is a tension and hesitance to use all your best powers at the start because you really might need them later. As the fight progresses and things don't look good, using the really powerful guns now instead of saving them for later becomes increasingly attractive and ultimately urgent. We won't be able to fight our way back up to the surface if we die right here and now.</p><p></p><p>The great majority of problem with D&D is that it stopped wanting to be a dungeon crawling game 40 years ago, but also always wanted to maintain the appearance of still being the same game.</p></blockquote><p></p>
[QUOTE="Yora, post: 8951241, member: 6670763"] That was 40 years ago. Resource management was abandoned in the mid-80s in favor of scripted set-piece scenes that form a coherent pre-written story. The situation that players throw out all their best abilities at the start of a fight and then go through less and less powerful and interesting option comes from the simple fact that they don't need to save anything for later and that they have the confidence that they can not lose the fight. If they play really poorly, the GM will fudge things so the pre-written story can continue as the script demands. Everything is completely different when the PCs have to fight for their lives and also will have to fight their way back out of dangerous places. There is a tension and hesitance to use all your best powers at the start because you really might need them later. As the fight progresses and things don't look good, using the really powerful guns now instead of saving them for later becomes increasingly attractive and ultimately urgent. We won't be able to fight our way back up to the surface if we die right here and now. The great majority of problem with D&D is that it stopped wanting to be a dungeon crawling game 40 years ago, but also always wanted to maintain the appearance of still being the same game. [/QUOTE]
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