Raven Crowking
First Post
More game actions but all leading to the same and only conclusion-beat on the wall of hit points and reduce them to zero.
Bigger wall, though.
Well, except for minions.

More game actions but all leading to the same and only conclusion-beat on the wall of hit points and reduce them to zero.
If you just want to include making stuff up, then every game suddenly becomes tactically identical, because you're free to try and make stuff up in any game. Except, of course, we know that's not true. My whole argument was that the system of 4e, and the game of 4e was designed to be more tactical, and as a result it typically plays in a more tactical fashion.
There's also an argument to be made that one approach encourages players to think in terms of what's on their character sheets and the other encourages players to think in terms of what they want to their characters to do.Considering over half the point of RPGs is making stuff up (otherwise, we'd all run pregen characters and there wouldn't be things like monster creation rules or page 42), I think you are unfairly discounting it as being a tactical decision.
I am Page Forty-two.
Considering over half the point of RPGs is making stuff up (otherwise, we'd all run pregen characters and there wouldn't be things like monster creation rules or page 42), I think you are unfairly discounting it as being a tactical decision.
An example to expound on my last statement.
A rogue uses a power (forgive me, I don't the 4E powers by name) to hit a target and move it, say, two spaces back.
The fighter then tells the DM he wants to shoulder charge the nearby pillar and drop it on the moved opponent's head.
Are you going to count the rogue's power as a tactical decision but not the fighters action because it wasn't encapsulated in a prepackaged power? I'm sure we'd all call shennaigans if you did.
I'm not discounting it as a tactical decision. I'm saying that, because you can make stuff up in any game, including make stuff up in our comparison is not worthwhile. It gives the model the impression that all games are suddenly tactically equivalent when we know that this is not the case because some games are quite obviously played more tactically than others. Because comparing the system design is the only concrete way of distinguishing tactical complexity between games without comparing actual play (which is prohibitively difficult anyway), that's what we're basing our comparisons off of.
Do you feel this argument also applies to the depth of RPing engendered by a rule system also?
I believe that you can certainly compare the codified rules for roleplaying that various systems contain in order to determine which places a stronger emphasis on roleplaying in its design. I think it's probably much easier to figure out which rules encourage tactical play than it is to identify rules that encourage roleplaying, though.
If you just want to include making stuff up, then every game suddenly becomes tactically identical, because you're free to try and make stuff up in any game. Except, of course, we know that's not true. My whole argument was that the system of 4e, and the game of 4e was designed to be more tactical, and as a result it typically plays in a more tactical fashion.