The Perfect Number

I find this an interesting question and problem because it is one of the things that is a switch up from earlier editions to later editions.

For example, I was once playing in a 2e Living City game as a player. I had seen some martial arts movies and done some martial arts myself at that point.

I wanted to buy some time for the rest of the group to organize and respond to an ambush by a group of monsters. I told the GM that instead of attacking, I was going to spin the spear I was using in a defensive circle around me. Anyone moving through the area would risk getting hit by the spear.

The GM having had similar experience decided that was a reasonable tactic and went with me blocking up the alley way for the round against the monsters wielding short swords.

There were no rules, powers, or feats that covered this action. The GM just made a judgement and told me what I could expect from the attempt.

In 3e there would be general rules like Attacks of Opportunity that would cover this situation but nothing would be really in the rules for the Rogue that chooses to leap on a Dragon's back and start hacking away. It comes back to the GM to try and work out what this action entails and how difficult it is to achieve.

In 4e, you have things even more spelled out as to what you can and can not do. The more that you need a rule, power, or feat to do something then the less openness there is to react and tell a story. This is not to say that 4e does not work and you couldn't have a player improvise a strategy like grabbing a torch from a wall and tossing it on the rushes of the inn floor. You could do this and the GM would still have to make some adjudication of the results.

It is just that the more you provide specific things a person can do then the less a person thinks of alternatives that they may want to do.

It also changes how a player expresses their description of actions.

When I played 1e and 2e it was common for me to use terms like "I bang twice high on the Orc's shield to get her to protect her head and then sweep a shot low to the thigh hoping to get past her guard."

Again, I'm sure that people that play more 4e then I do could say they do these types of descriptions (though personally I don't see it in the games I've played as the player often just says they are doing an X maneuver because anything more would be more confusing to the GM to understand).

4e is fun and kwel but it also has this reduction in free form. Some may like this and some may not. For some, it may depend on the GM that they play with and how that person handles free form solutions or how that GM adapts to using a power, feat, spell in a new stunt way.

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Personally, I think the DnD game would get more mileage out of a 'Stunt' system that encourages players to give descriptions of actions rather than going with a specific set of actions.

A stunt system would be more based around giving modifiers to players to do certain actions. This way a player that wants to run up a wall to get around a player could be 'practiced' in doing this making it easier to do but any player could attempt this action.
 

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Fair question. To some extent I agree, though it depends on my mood. Sometimes I enjoy the basic 4e PHB fighter with lots of attacks, sometimes I like the Essentials Slayer with one attack and a few stances.

At least when it comes to fighters, I agree the answer is somewhere in between, or perhaps the option to have both.

I would say, I'd like to have the Essentials Slayer stances for basic attacks, and then a few(say, 1 every 5 levels) daily-type things. Special combat maneuvers that are so exhausting I can only try them once, or only try them X times per day.

I like the diversity in attack options in 4e, sometimes the diversity is good. Other times I want it simple.
 

One of the problems with older editions is that a lot of classes (like the fighter) did not have any options in each round of combat - it was basically "I swing with my sword/axe/hammer" and that was it.

Well, 3e did also have

  • fighting defensively
  • trip
  • disarm
  • bull rush
  • charge
  • set against charge
  • ready action

out of the box, as well as options like fighting aggressively, or feat based things.
 

I once read a blog post about something called Character Investment. Basically the more a player has to invest in making their character, the more the play wants to use every advantage of their character. They ignore the world outside their character sheet. This is where @Morrus;
 

Infinity options?

I probably should have made it more clear - obviously you want the players to be able to do anything they want - swing from a chandelier, dive out the window etc etc.

I am purely talking about the number of "powers" - regardless of the system there has to be a finite number of powers available to the player.

Nope, you were clear enough; I want an infinite number of options - or only limited by my imagination.

You don't need to have a system with "powers".

edit: Such a system would be simple: action resolution would resolve the character's specific actions and remove abstraction, for the most part.
 

3-9 equally viable options, to make for interesting tactical decision making. It's no good having 100 options if 1 is clearly better than the other 99 - the single best option will always get picked.

I'm cool with the players only picking tactical options that are on their character sheets, ignoring stunting and the like, because I think combat is a good place to put the gamist (ie challenge the player) part of a rpg and I think gamist play works best when it's bound by rules.
 

...snippy snip snip...

Yeah, too many options can be just as big a problem. Though I'd bet that whether or not 4E provides too many options, too few, or just right is different from player to player and GM to GM.

It does seem though that the 5E team is consdering this in their development. They've mentioned it a few times in their articles and blogs. I can't honestly say what the perfect number is for me. I really don't have a problem sorting through options in combat at the table. But that's more a product of knowing what my options are (without having to look at them), and knowing what I want to do before it's my turn, than it is from the number of options I might have.

4E is not my preferred system, but I do like the concept of powers (or maneuvers), just not the execution in 4E. And for me, I don't have a problem with the amount of powers one has available to them during conflict...I have a problem with mechanics that are divorced from fluff, and powers with silly titles. But that's another thread and discussion.:D

Maybe you should run a poll to see what the average is that people want. Of course though, with this site being predominantly veteran players and GM's, what may seem just right for the majority of us may be completely overwhelming for a new or average player.

B-)
 


I think combat should be as tactically uninteresting as possible. If a player ever turns to another player mid-combat and has a lengthy discussion about tactics (or asks the rest of the table "what should I do?"), that breaks the immersion for me. So, as few options as possible. AD&D combat rules look like what I'm after, but I've never played it. Anyone know?

Basically, in my ideal system there would be only one "power" (attack), but several ways to use it, and of course infinite possibilities to do things that aren't covered by that power. But it should generally be the best idea to just attack (or retreat).
 

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