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General Tabletop Discussion
*TTRPGs General
Tired of hearing people hate on longer battle times in strategic RPG's
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<blockquote data-quote="ExploderWizard" data-source="post: 5523280" data-attributes="member: 66434"><p>This is the basic truth of the tactical issue right here. D&D features an abstract combat system that was originally designed to be simple and fast. Adding more detail and complexity to that simple framework chips away at all the benefits that an abstract system provides and still doesn't provide tactical options that have any traction outside the metagame definitions. </p><p> </p><p>A combat system featuring good tactical support needs to be designed that way from the ground up. The AC/HP system was never designed to simulate a tactical blow by blow form of combat. Attempts to do so over the years have just made the system heavier and more cumbersome. </p><p> </p><p>In a tactical encounter I like to have options with meaningful differences. When a mad berserker is charging an ally I want the opportunity to put an arrow in his eye to stop him dead in his tracks. If I am fighting a faster opponent then I want to try and cripple his leg in case he runs. </p><p> </p><p>HP attrition vs static defense  is what it is. At its core the abstaction remains.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5523280, member: 66434"] This is the basic truth of the tactical issue right here. D&D features an abstract combat system that was originally designed to be simple and fast. Adding more detail and complexity to that simple framework chips away at all the benefits that an abstract system provides and still doesn't provide tactical options that have any traction outside the metagame definitions. A combat system featuring good tactical support needs to be designed that way from the ground up. The AC/HP system was never designed to simulate a tactical blow by blow form of combat. Attempts to do so over the years have just made the system heavier and more cumbersome. In a tactical encounter I like to have options with meaningful differences. When a mad berserker is charging an ally I want the opportunity to put an arrow in his eye to stop him dead in his tracks. If I am fighting a faster opponent then I want to try and cripple his leg in case he runs. HP attrition vs static defense is what it is. At its core the abstaction remains. [/QUOTE]
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Tired of hearing people hate on longer battle times in strategic RPG's
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