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*TTRPGs General
Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="Dannager" data-source="post: 5520386" data-attributes="member: 73683"><p>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.</p><p></p><p>In 4e, the tactical choices a 1st level Fighter must make are as follows:</p><p></p><p>Moving on your turn?</p><p>Double moving on your turn?</p><p>Are you running?</p><p>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)</p><p>Will your movement provoke opportunity attacks?</p><p>Are you shifting?</p><p>Is your movement occurring before or after your standard action, if you are taking one?</p><p>Will you be attacking?</p><p>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)</p><p>With which of your attack powers (of which you will typically have between 4 and 6 to choose between)?</p><p>If this is a Close or Area power, how will you place the area of effect?</p><p>Will your attack provoke an opportunity attack?</p><p>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)</p><p>If you are not attacking, will you be using your Second Wind?</p><p>Will you be taking a minor action?</p><p>If so, at what point during your turn will you be using it?</p><p>What will your minor action be? A potion? A racial power? Some other action?</p><p></p><p>I'm sure I'm forgetting quite a few.</p><p></p><p>4e is a tactically deep game. It easily gives you double the number of meaningful decision points that early editions did, especially for classes that were typically more "mindless".</p></blockquote><p></p>
[QUOTE="Dannager, post: 5520386, member: 73683"] 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) Will your movement provoke opportunity attacks? Are you shifting? Is your movement occurring before or after your standard action, if you are taking one? 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) With which of your attack powers (of which you will typically have between 4 and 6 to choose between)? If this is a Close or Area power, how will you place the area of effect? Will your attack provoke an opportunity attack? 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? I'm sure I'm forgetting quite a few. 4e is a tactically deep game. It easily gives you double the number of meaningful decision points that early editions did, especially for classes that were typically more "mindless". [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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