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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thoughts of a 3E/4E powergamer on starting to play 5E
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<blockquote data-quote="The_Furious_Puffin" data-source="post: 6860552" data-attributes="member: 11831"><p>There is pretty much just one fight script though, particularly for ranged characters. (I think on a scale of 'most choices' it's Spellcasters >> Melee Combatants > Ranged Combatants). If you asked me when I get to play I'm probably a 'powergamer' and the thing I don't like about 5e from a 'powergaming' perspective is a lack of intresting choices in combat (Edit: Unless I play a spellcaster, which is a restriction I could do without)). </p><p></p><p>I think combat needs to be exciting and engaging, and for me that comes from:</p><p></p><p>A) Interesting tactical challenges</p><p>B) Clever monster design</p><p>C) Interesting decisions to make to respond to A or B</p><p>D) Meaningful stakes </p><p>E) Vivid descriptions</p><p></p><p>I think this is a non controversial list. D & E are very campaign/GM dependent so I'm not going to discuss them. Let's say you're playing a battlemaster fighter, level 14, archery style, with the crossbow expertise feat. From watching that build for 14 levels I am confident that I could write a very simple decision tree/script that would make a 'correct' move in combat every time (it's going to need some help on positioning maybe). It's going to be something like:</p><p></p><p>'move to maximum range at which you have unpenaltised attacks on the target. If enemy AC is X or higher, full attack without using the -5 to hit penalty. If enemy AC is lower than X use the full attack with the -5 to hit +10 to damage. In case B, use precision on any attack that misses by less than X' </p><p></p><p>If I can simply formulate what my character should be doing in combat, I'm not making interesting decisions. I'm not making any decisions at all, I'm just following the script.</p></blockquote><p></p>
[QUOTE="The_Furious_Puffin, post: 6860552, member: 11831"] There is pretty much just one fight script though, particularly for ranged characters. (I think on a scale of 'most choices' it's Spellcasters >> Melee Combatants > Ranged Combatants). If you asked me when I get to play I'm probably a 'powergamer' and the thing I don't like about 5e from a 'powergaming' perspective is a lack of intresting choices in combat (Edit: Unless I play a spellcaster, which is a restriction I could do without)). I think combat needs to be exciting and engaging, and for me that comes from: A) Interesting tactical challenges B) Clever monster design C) Interesting decisions to make to respond to A or B D) Meaningful stakes E) Vivid descriptions I think this is a non controversial list. D & E are very campaign/GM dependent so I'm not going to discuss them. Let's say you're playing a battlemaster fighter, level 14, archery style, with the crossbow expertise feat. From watching that build for 14 levels I am confident that I could write a very simple decision tree/script that would make a 'correct' move in combat every time (it's going to need some help on positioning maybe). It's going to be something like: 'move to maximum range at which you have unpenaltised attacks on the target. If enemy AC is X or higher, full attack without using the -5 to hit penalty. If enemy AC is lower than X use the full attack with the -5 to hit +10 to damage. In case B, use precision on any attack that misses by less than X' If I can simply formulate what my character should be doing in combat, I'm not making interesting decisions. I'm not making any decisions at all, I'm just following the script. [/QUOTE]
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