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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="kaomera" data-source="post: 5520491" data-attributes="member: 38357"><p>I disagree, in that those mechanically-enabled choices where still choices in 1e, so there's that many less non-mechanical ones to deal with. 4e also groups a lot of what could be meaningful choices in 1e into individual skills, etc., but I don't think that's actually significant since each such grouping would probably have ended up handled in a single fashion in 1e.</p><p></p><p>What is significant, I think, is that the ability to resolve these issues with a die roll means that the description, and the choices that entails, are no longer required. I've found that when that happens there tends to be a pressure not to add more description or thought to your actions than any other player - if you do you're seen (and / or expect to be seen) as either wheedling for an unfair advantage or hogging the spotlight. And that tends to lead to an overall decline in description and roleplay over time, IME.</p><p></p><p>I guess that's not really a tactical issue anymore, and I don't expect my experiences to be universal, but for me that's a real issue in combat length. The game bogs for me not so much when we're down to at-wills but when we're down to reading off power names instead of describing actions.</p></blockquote><p></p>
[QUOTE="kaomera, post: 5520491, member: 38357"] I disagree, in that those mechanically-enabled choices where still choices in 1e, so there's that many less non-mechanical ones to deal with. 4e also groups a lot of what could be meaningful choices in 1e into individual skills, etc., but I don't think that's actually significant since each such grouping would probably have ended up handled in a single fashion in 1e. What is significant, I think, is that the ability to resolve these issues with a die roll means that the description, and the choices that entails, are no longer required. I've found that when that happens there tends to be a pressure not to add more description or thought to your actions than any other player - if you do you're seen (and / or expect to be seen) as either wheedling for an unfair advantage or hogging the spotlight. And that tends to lead to an overall decline in description and roleplay over time, IME. I guess that's not really a tactical issue anymore, and I don't expect my experiences to be universal, but for me that's a real issue in combat length. The game bogs for me not so much when we're down to at-wills but when we're down to reading off power names instead of describing actions. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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