Feything
First Post
First, to quote myself from WOTC's official boards:
There is one thing I really dislike about the current edition which I hope will change in 4E.
I'm talking about the, at least in my opinion, slightly too tactically involved combat.
With all the various elements, abilities and options related to combat, such as AoOs, free actions, standard actions, move actions, flanking etc., combat slows to a crawl.
Using counters or minis is more or less a must for most fights, at least if you want the PCs and NPCs/monsters to get a chance to properly use all their combat-related feats and abilities.
In the more complex battles, I've seen a night of roleplaying, storytelling and imagination turn into a tactical boardgame - with immersion pretty much ruined.
I realise that different players want different things from the game, and that the tactical element is the main thing for many. For myself, and pretty much all the people I game with these days it is just another element of the game, and not one that we really want to focus on. Storytelling, roleplaying and immersion are more important to us - with combat ideally playing the role of action sequences (with their prospect of danger) rather than a mini-game in its own right.
So... A major wish for 4E for me (and my gaming group, which says "hi!" by the way) is faster and simpler combat which is easier to play without visual aids like minis or counters.
Trying to simplify combat in our house-rules for the current edition proved to be too much of a challenge. Because so many feats, spells, items and class abilities were tied into the tactical system, a lot would have to be ripped out or changed.
If the default combat-system for 4E is not simpler/faster, or less reliant on visual aids, then I would hope we could at least get a couple of pages with an optional way to do simpler and quicker combat.
In one of the designer-interview videos from Gencon (don't remember which one at the moment, and couldn't find it now) it is said that in 4E, minis will neither be more or less necessary to play the game than they are currently. It is also hinted that they might be less important than in 3E, but that statement was modified almost straight away.
Another thing which might remedy the situation slightly are the simplified monster-stats.
Personally, as stated above, I've seen sessions devolve into a sort of tactical boardgame during prolonged battles. This bothers me as a DM, and it's something my players have stated they do not like either.
I'd be interested to know how much tactical detail and complexity you prefer in a tabletop RPG, and whether or not there have been any other hints towards a change in how combat will play in 4E?
There is one thing I really dislike about the current edition which I hope will change in 4E.
I'm talking about the, at least in my opinion, slightly too tactically involved combat.
With all the various elements, abilities and options related to combat, such as AoOs, free actions, standard actions, move actions, flanking etc., combat slows to a crawl.
Using counters or minis is more or less a must for most fights, at least if you want the PCs and NPCs/monsters to get a chance to properly use all their combat-related feats and abilities.
In the more complex battles, I've seen a night of roleplaying, storytelling and imagination turn into a tactical boardgame - with immersion pretty much ruined.
I realise that different players want different things from the game, and that the tactical element is the main thing for many. For myself, and pretty much all the people I game with these days it is just another element of the game, and not one that we really want to focus on. Storytelling, roleplaying and immersion are more important to us - with combat ideally playing the role of action sequences (with their prospect of danger) rather than a mini-game in its own right.
So... A major wish for 4E for me (and my gaming group, which says "hi!" by the way) is faster and simpler combat which is easier to play without visual aids like minis or counters.
Trying to simplify combat in our house-rules for the current edition proved to be too much of a challenge. Because so many feats, spells, items and class abilities were tied into the tactical system, a lot would have to be ripped out or changed.
If the default combat-system for 4E is not simpler/faster, or less reliant on visual aids, then I would hope we could at least get a couple of pages with an optional way to do simpler and quicker combat.
In one of the designer-interview videos from Gencon (don't remember which one at the moment, and couldn't find it now) it is said that in 4E, minis will neither be more or less necessary to play the game than they are currently. It is also hinted that they might be less important than in 3E, but that statement was modified almost straight away.
Another thing which might remedy the situation slightly are the simplified monster-stats.
Personally, as stated above, I've seen sessions devolve into a sort of tactical boardgame during prolonged battles. This bothers me as a DM, and it's something my players have stated they do not like either.
I'd be interested to know how much tactical detail and complexity you prefer in a tabletop RPG, and whether or not there have been any other hints towards a change in how combat will play in 4E?
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