What you describe is one level out from where I'm talking. GURPS Tactics generally are in setting up the fight rather than within the fight itself.
And I dislike this. Because it leads to "Knuckles-23 just got arbitrarily killed. Oh well. Here's Knuckles-24". If I've invested into a character, I don't like them getting wiped out at random. It makes me feel robbed - whereas if I fell because things broke badly despite being significantly in my control I don't mind it. AD&D fights feel too much like Russian Roulette to me.
Also, I find fault with the idea that more tactical options = more time. I see no reason why adding player options suddenly turns what was a originally a 5 minute fighting into an hour long grindfest.
It's not bad yet, but with a thread title like "Tired of hearing people hate longer battle times in strategic RPGs" I think it's all best if we are careful this doesn't turn into people flaming each other. Especially after the last "Tired of..." thread in Game Theory getting locked.
Let's keep it productive![]()
The issue here is that people are using excess amounts of grindy monsters, which is a matter of adventure design.
The other monsters I find boring are the ones that require a setup condition to do their thing: most of the time my players never see the end result because the conditions needed for the setup + finisher are complex enough that they never happen. From the players point of view the monster just looks like a bag of hitpoints with little offensive capability except for annoying status effects (which are usually the required setup).
What makes me sad is when an adventure is built as a series of combats. We've seen that a lot recently, and even the review style has changed to fit this paradigm shift in adventure writing.
Something that pops up on these boards a lot seems to be the argument, "back in the day we could have 5 fights and plenty of roleplaying in a 4 hour session, now we have time for like a fight or two and we are done." This, to me, is getting very old. Recently we went back and played a session like "back in the day" and I found it boring. Most characters back then didn't use spells, so they didn't have a lot of options in combat, hence combat was short.
I like options in combat, and I like playing martial characters that fight in a strategic way, so I like the modern RPG's that do this. I do agree that fights take longer than I would love, but it simply isn't possible to have a high level of strategy in combat and not have that combat take a significant amount of time.
What I find surprising is that most games have evolved their rules over the years to make combat more strategic (and therefore longer) but have kept the old adventure format where there is one combat strung up after another. If combats take longer but are more fun, that is great, that means we don't need to fight a bunch of mini-resource-dwindling combats to lead up to the combat that will actually be cool, instead we can just have one or two cool combats per session and have the rest of the time be for more RP. But it seems like the published adventures as well as home made ones both still stick to the old format.
So what is it that people don't like here: longer combats, or just too many combats now that they take longer? Do we need to adapt, or does the game need to take a step back in time?
Oh? Let's test that. List all the choices a 1e character has to make during a typical turn. For simplicity's sake, let's use 1st level Fighters.
In 4e, the tactical choices a 1st level Fighter must make are as follows:
Moving on your turn?
Double moving on your turn?
Are you running?
Where are you moving to? (bearing in mind that every individual square bears tactical significance, something that is not true of most previous editions of the game)[/QUOTE
I don't see how the edition matters in this respect. Any square can be trapped, enspelled, hazardous, etc.
Will your movement provoke opportunity attacks?
Unless you are fleeing, no. I'll grant this might have SOME tactical significance, but it's one I don't miss.
Are you shifting?
This doesn't apply to 1E, so you win this one as well.
Is your movement occurring before or after your standard action, if you are taking one?
Neither. You must make the tactical decision to either attack or move, which makes it a much bigger decision in 1E.
Will you be attacking?
If so, attacking whom? (bearing in mind that your average 4e encounter includes roughly 5 monsters, sometimes more, sometimes less, and you need to consider not only the damage you will be dealing, but additional effects and how your mark will affect things)
Again, this is no different in 1E, other than the aggro mechanic.
With which of your attack powers (of which you will typically have between 4 and 6 to choose between)?
I pity anyone limited by the "powers" on their character sheet regardless of edition.
If this is a Close or Area power, how will you place the area of effect?
This is no different than 4e, with the exception that aoe spells are much more dangerous. Fireballs fill to volume and lightning bolts bounce.
If there is an additional decision to be made as part of your attack power (forced movement, for example), how will you handle that? (again, bearing in mind that each individual square on the battlefield has tactical significance)
If you are not attacking, will you be using your Second Wind?
Will you be taking a minor action?
If so, at what point during your turn will you be using it?
What will your minor action be? A potion? A racial power? Some other action?
In 1e, you are not limited to one action per round. You can drink a potion and still attack. You can do pretty much anything that is not an attack or move in addition to an attack or move. Each action takes time, so you may or may not finish it in one round. You can, for example, drink a potion and still attack.
As am I.I'm sure I'm forgetting quite a few.
This brings up another variable: the time spent pre-planning."Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win." - Sun-Tzu
Keep in mind that the example is talking about 1st-level Fighters. 1e Fighters don't get area-affecting abilities at all and so this doesn't apply; but 4e ones do (or can, I assume), thus the difference.JRRNeiklot said:This is no different than 4e, with the exception that aoe spells are much more dangerous. Fireballs fill to volume and lightning bolts bounce.
Keep in mind that the example is talking about 1st-level Fighters. 1e Fighters don't get area-affecting abilities at all and so this doesn't apply; but 4e ones do (or can, I assume), thus the difference.
True, I forgot about Molotovs.But he needs to be aware of the abilities, else he's liable to get toasted by the spell lobbing mage! Also, there are aoe abilities available to fighters - necklace of missiles, etc, as well as plain old barrels of oil.