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Tactics And Combat In Fantasy RPGs
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<blockquote data-quote="Hussar" data-source="post: 7720469" data-attributes="member: 22779"><p>Hey, we're about two weeks away from pre-season. Go Foobaw!!!!</p><p></p><p>I think one of the bigger differences between older and newer versions of D&D is the shift from logistical strategies to tactical level ones. In AD&D, you could pretty easily lose equipment, for example, so, it made a great deal of sense to bring back ups. A single failed save and you could need new armor and weapons. In latter era D&D, this went away. It's pretty hard to lose equipment now and has been for quite a while. So, you don't really need a back up weapon since you're always going to have that weapon and you can build your character around that weapon.</p><p></p><p>OTOH, tactical level decisions are more common now. In AD&D, shooting into melee, for example, was a random thing. You couldn't really aim. So, your choices got limited rather strongly. Shooting into melee was a BAD idea. So, generally, players didn't do it. Melee fighting started up, you dropped your bow and went wading in. Now, you can pick and choose your targets, possibly without any penalties at all. There's no reason to switch out weapons, and you make your tactical choices accordingly.</p><p></p><p>Or, take spells. Area of effect spells like fireball were extremely difficult to pull off. The blow back wiping out the party was very much a thing and a player that toasts his party generally got pelted with dice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Now, you have a battlemap (usually) and spells become exacting. You have the option of using pretty much any spell you want to use whenever you want to use it. Plus, you simply have FAR more spells to use in a given day. Particularly in 3e where you had cheap scrolls.</p><p></p><p>Add to this the mechanical changes - forced movement, grappling, disarming, that sort of thing. Yes, I know that AD&D had grappling, but, let's be honest here, it was far more of a PITA than it was worth. So, not many people did it. Now, a grapple focused character is pretty easy to use and is quite effective. Thus, more tactical level choices.</p><p></p><p>Note, I'm not saying one is better than the other. But, I do agree (SHOCK!) with [MENTION=30518]lewpuls[/MENTION] here in that there has been a pretty strong shift in D&D towards a different approach to combat.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7720469, member: 22779"] Hey, we're about two weeks away from pre-season. Go Foobaw!!!! I think one of the bigger differences between older and newer versions of D&D is the shift from logistical strategies to tactical level ones. In AD&D, you could pretty easily lose equipment, for example, so, it made a great deal of sense to bring back ups. A single failed save and you could need new armor and weapons. In latter era D&D, this went away. It's pretty hard to lose equipment now and has been for quite a while. So, you don't really need a back up weapon since you're always going to have that weapon and you can build your character around that weapon. OTOH, tactical level decisions are more common now. In AD&D, shooting into melee, for example, was a random thing. You couldn't really aim. So, your choices got limited rather strongly. Shooting into melee was a BAD idea. So, generally, players didn't do it. Melee fighting started up, you dropped your bow and went wading in. Now, you can pick and choose your targets, possibly without any penalties at all. There's no reason to switch out weapons, and you make your tactical choices accordingly. Or, take spells. Area of effect spells like fireball were extremely difficult to pull off. The blow back wiping out the party was very much a thing and a player that toasts his party generally got pelted with dice. :D Now, you have a battlemap (usually) and spells become exacting. You have the option of using pretty much any spell you want to use whenever you want to use it. Plus, you simply have FAR more spells to use in a given day. Particularly in 3e where you had cheap scrolls. Add to this the mechanical changes - forced movement, grappling, disarming, that sort of thing. Yes, I know that AD&D had grappling, but, let's be honest here, it was far more of a PITA than it was worth. So, not many people did it. Now, a grapple focused character is pretty easy to use and is quite effective. Thus, more tactical level choices. Note, I'm not saying one is better than the other. But, I do agree (SHOCK!) with [MENTION=30518]lewpuls[/MENTION] here in that there has been a pretty strong shift in D&D towards a different approach to combat. [/QUOTE]
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