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Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8636046" data-attributes="member: 82106"><p>Well, my experience (certainly with 4e) was that it, and 3e, and 2e, and 1e, etc. were all FILLED with this plethora of small bonuses. Now you have to remember all this junk, and total it all up each round, etc. In contrast, in HoML you are not that likely to get advantage or disadvantage from very many things, which can be quite quickly enumerated. For example it is VERY VERY unlikely a power would EVER exist, or an item attribute, that gave advantage, even situationally. Virtually ALL of these situations are codified as Conditions, and thus condition tracking is the focus and not 'bonus situation adding up'. Nor are any of them inordinately easy to obtain against competent opponents. IME advantage comes up a handful of times in each combat in HoML, usually due to either some sort of calculation that expending some PP to generate an effect is worth it NOW, or by consciously employing tactics that get you an advantage like flanking or cover. </p><p></p><p>Also, remember, there are tons of ways to get MODIFIERS in HoML, they are simply not things you need to RECALCULATE. So, you can have practices or boons which provide a fixed modifier, etc. These also never stack, but it is quite possible to get between +1 and +3 depending on what you are doing, and then there's proficiency as well. Beyond that various interactions could exist, so it may well be that a given character is able to get slightly (or greatly) improved effectiveness in some situations. Strikers also have striker damage bonus features, etc. Overall there's really no dearth of variety there. I've just taken the focus a bit away from grinding out a whole bunch of small bonuses. </p><p></p><p>Here's the thing, my game is intended to portray a very 'high action' kind of a setup where 'big moves' and 'signature abilities' are fairly important, and not get lost in the chaff of loads of little bitty stuff. I found that my 4e play was focused more and more this way and that it PAID OFF, that when the encounters were structured so that big moves and incredible action were the grist of the game that it got more engaging and fun. A lot of the 'little stuff' then started to actually detract. In a HoML combat you are looking for how to BE AWESOME, not how to squeeze out another +1 because of some obscure bonus that you can get from using a device that was 'blessed' by the Artificer or something.</p><p></p><p>That is how I understand it. Some might also be kind of 'gamist' in a sense. Like the casualty rules were mostly elided as not being very useful. That is most likely because all the participants could easily agree on what would happen if a bunch of infantry rushed a mitrellieuse (an early sort of machine gun). Yeah, most of them die, we're all officers, we've seen it, that's what happens, who needs to go look it up in a table?</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8636046, member: 82106"] Well, my experience (certainly with 4e) was that it, and 3e, and 2e, and 1e, etc. were all FILLED with this plethora of small bonuses. Now you have to remember all this junk, and total it all up each round, etc. In contrast, in HoML you are not that likely to get advantage or disadvantage from very many things, which can be quite quickly enumerated. For example it is VERY VERY unlikely a power would EVER exist, or an item attribute, that gave advantage, even situationally. Virtually ALL of these situations are codified as Conditions, and thus condition tracking is the focus and not 'bonus situation adding up'. Nor are any of them inordinately easy to obtain against competent opponents. IME advantage comes up a handful of times in each combat in HoML, usually due to either some sort of calculation that expending some PP to generate an effect is worth it NOW, or by consciously employing tactics that get you an advantage like flanking or cover. Also, remember, there are tons of ways to get MODIFIERS in HoML, they are simply not things you need to RECALCULATE. So, you can have practices or boons which provide a fixed modifier, etc. These also never stack, but it is quite possible to get between +1 and +3 depending on what you are doing, and then there's proficiency as well. Beyond that various interactions could exist, so it may well be that a given character is able to get slightly (or greatly) improved effectiveness in some situations. Strikers also have striker damage bonus features, etc. Overall there's really no dearth of variety there. I've just taken the focus a bit away from grinding out a whole bunch of small bonuses. Here's the thing, my game is intended to portray a very 'high action' kind of a setup where 'big moves' and 'signature abilities' are fairly important, and not get lost in the chaff of loads of little bitty stuff. I found that my 4e play was focused more and more this way and that it PAID OFF, that when the encounters were structured so that big moves and incredible action were the grist of the game that it got more engaging and fun. A lot of the 'little stuff' then started to actually detract. In a HoML combat you are looking for how to BE AWESOME, not how to squeeze out another +1 because of some obscure bonus that you can get from using a device that was 'blessed' by the Artificer or something. That is how I understand it. Some might also be kind of 'gamist' in a sense. Like the casualty rules were mostly elided as not being very useful. That is most likely because all the participants could easily agree on what would happen if a bunch of infantry rushed a mitrellieuse (an early sort of machine gun). Yeah, most of them die, we're all officers, we've seen it, that's what happens, who needs to go look it up in a table? [/QUOTE]
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