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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5772479" data-attributes="member: 710"><p>I learned:</p><p><strong>I really like complex tactical combats</strong>. </p><p>They can take time if they provide a challenge. I enjoy the minitua. Choosing the right power, against the right enemy, in the right time.</p><p></p><p><strong>I want combats to be meaningful integrated into the story</strong>. </p><p>Complex tactical combats are more awesome if they are fully integrated in the story. They sholud not just be "kill these 5 Goblins, than kill these 9 Goblins, than kill these 2 Orcs and 4 Goblins, than a little story development, than 5 Hobgoblins, then 3 Hobgoblins and 4 Goblins".</p><p>Even if every of these encounters comes with a cool environment with interesting tactical options, I need each of them to be linked with a meaningful story advancements.</p><p></p><p><strong>Sometimes, I wouldn't mind short combats</strong>: </p><p>If you really need to have those 5 goblin encounters in a row - well, maybe it's okay to make them short. But don't make them pointless. I still want to make a meaningful decision that has some impact. </p><p></p><p><strong>I like (abstract)resource managenent</strong></p><p>I really don't care about counting ammunition or how many nails or daily rations I have.</p><p>But I like resources like action points, spells, encounter powers, hit points, healing surges and what ever else game systems had to offer. I like this type of resource management. </p><p></p><p><strong>I want treasure that's not just +x.</strong></p><p><strong></strong>Get really really rid of it. It sucks. If you have these in your games, they become mandatory. You must make them part of your "math". And that sucks. Get rid of it. Give us interesting powers, special abilities, properties, whatever. Design the game that if you don't have the items, you can still have useful powers, special abilities and properties from another source. But then create items that give you interesting abilities that actually give the character flavor. That makes a Fighter with a Flaming Longsword feel different from a Fighter that uses a regular one. </p><p>(This goes beyond inherent enhancement bonuses. THis is about having a non-item alternative to a Flaming Longswords daily ability to deal 5 ongoing fire damage (save ends), in 4E terms.)</p><p></p><p>The reward in having that Flaming Longsword is not that you're a better fighter that deals more damage and hits better. The reward is that you're a Fighter that uses fire and flames as part of his combat techniques, that the sword keeps you actually warm at night, that the sword gives you control over flames, that people start associating you with that sword and your power over fire.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5772479, member: 710"] I learned: [B]I really like complex tactical combats[/B]. They can take time if they provide a challenge. I enjoy the minitua. Choosing the right power, against the right enemy, in the right time. [B]I want combats to be meaningful integrated into the story[/B]. Complex tactical combats are more awesome if they are fully integrated in the story. They sholud not just be "kill these 5 Goblins, than kill these 9 Goblins, than kill these 2 Orcs and 4 Goblins, than a little story development, than 5 Hobgoblins, then 3 Hobgoblins and 4 Goblins". Even if every of these encounters comes with a cool environment with interesting tactical options, I need each of them to be linked with a meaningful story advancements. [B]Sometimes, I wouldn't mind short combats[/B]: If you really need to have those 5 goblin encounters in a row - well, maybe it's okay to make them short. But don't make them pointless. I still want to make a meaningful decision that has some impact. [B]I like (abstract)resource managenent[/B] I really don't care about counting ammunition or how many nails or daily rations I have. But I like resources like action points, spells, encounter powers, hit points, healing surges and what ever else game systems had to offer. I like this type of resource management. [B]I want treasure that's not just +x. [/B]Get really really rid of it. It sucks. If you have these in your games, they become mandatory. You must make them part of your "math". And that sucks. Get rid of it. Give us interesting powers, special abilities, properties, whatever. Design the game that if you don't have the items, you can still have useful powers, special abilities and properties from another source. But then create items that give you interesting abilities that actually give the character flavor. That makes a Fighter with a Flaming Longsword feel different from a Fighter that uses a regular one. (This goes beyond inherent enhancement bonuses. THis is about having a non-item alternative to a Flaming Longswords daily ability to deal 5 ongoing fire damage (save ends), in 4E terms.) The reward in having that Flaming Longsword is not that you're a better fighter that deals more damage and hits better. The reward is that you're a Fighter that uses fire and flames as part of his combat techniques, that the sword keeps you actually warm at night, that the sword gives you control over flames, that people start associating you with that sword and your power over fire. [/QUOTE]
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