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Tactics And Combat In Fantasy RPGs
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<blockquote data-quote="Henry" data-source="post: 7720434" data-attributes="member: 158"><p>I'm afraid I don't quite understand your position - are you making the case that tactical thinking was MORE or LESS common in the heyday of 1st edition? The article feels a little confusing in the position taken.</p><p></p><p>In my experience, it was MORE common to be tactically minded in AD&D for several reasons: (1) because of the lethality of average creatures due to the 0 hp = dead state; (2) AD&D initiative could cause some really nasty friendly fire incidents if the group did not communicate; and (3) the incentive of gold for XP over combat encouraged PCs to rob people blind rather than fight them, and extort every trick possible for making more money even via non-adventurous means.</p><p></p><p>Though the pendulum has swung back somewhat over the past 15 years, for a while it was all showboats, everyone vying to show, not that they were good team players, but they had the most awesome character/most damage/highest save-or-suck/ what have you. </p><p></p><p>5e has done a lot to move this back, and in my own groups I've seen a lot more teamwork and "completions and hand-offs" where people set up others for one-two punches.</p></blockquote><p></p>
[QUOTE="Henry, post: 7720434, member: 158"] I'm afraid I don't quite understand your position - are you making the case that tactical thinking was MORE or LESS common in the heyday of 1st edition? The article feels a little confusing in the position taken. In my experience, it was MORE common to be tactically minded in AD&D for several reasons: (1) because of the lethality of average creatures due to the 0 hp = dead state; (2) AD&D initiative could cause some really nasty friendly fire incidents if the group did not communicate; and (3) the incentive of gold for XP over combat encouraged PCs to rob people blind rather than fight them, and extort every trick possible for making more money even via non-adventurous means. Though the pendulum has swung back somewhat over the past 15 years, for a while it was all showboats, everyone vying to show, not that they were good team players, but they had the most awesome character/most damage/highest save-or-suck/ what have you. 5e has done a lot to move this back, and in my own groups I've seen a lot more teamwork and "completions and hand-offs" where people set up others for one-two punches. [/QUOTE]
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