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*Pathfinder & Starfinder
[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="nightwyrm" data-source="post: 5808426" data-attributes="member: 75542"><p>1. I love those games. It's a lot of fun becoming ruler of the mediteranean/world/galaxy. But I found that I had the most fun in the early to mid part of those games where I have to struggle and every decision is critical. Once I've managed to conquer about half of the map, the game gets boring. I've accured so much advantage that the rest of the game becomes tedious and it's just about mopping up the rest of the map, but that mopping up can still take hours to play through. It's not totally analogous to a TTRPG, but I found I encounter a similar problem in 3.x where the combat is already decided in pre-combat or during the first round or two of combat and then we spend a huge amount of time just cleaning up.</p><p> </p><p>Also, how would you characterize RTS games such as Starcraft (PvP mode of course)? If you take those games at a macro level, it's amazingly CaS. Every players starts off with one base and has the same level of resources. You don't have the dude with the higher rating starting off with extra stuff. But once you start looking at the battles during the game, it gets CaW. You target your opponent's workers, find out what he's building and you build counters, or you just build a huge economy and crush him with endless Zergs etc.</p><p> </p><p>2. I think that in order to define balance, you need to first figure out what your game is about and then you figure out how certain (classes of) special abilities affect your game premise. For a game that requires players to track resources and where resource management is the main concern, spells that gives large amounts of free resouces (create water/food etc.) are powerful while those same spells are much less powerful in games which has CaS combat as their main feature and handwaves extensive resource tracking.</p><p> </p><p>Conversely, the ability to kill enemies (death spells, guns etc.) are much less powerful in a game which focuses on investigation and puzzle solving instead of combat.</p><p> </p><p>This is why after reading your thread, I've become less optimistic about 5e uniting the base. For CaW players, long term resource management is "the game" (the focus of the majority of decision making), combat (the mop up) should be quick and almost an afterthought. For CaW players, the combat is "the game", macro level (food/water, ammo) resource management should be easy and almost an afterthought.</p></blockquote><p></p>
[QUOTE="nightwyrm, post: 5808426, member: 75542"] 1. I love those games. It's a lot of fun becoming ruler of the mediteranean/world/galaxy. But I found that I had the most fun in the early to mid part of those games where I have to struggle and every decision is critical. Once I've managed to conquer about half of the map, the game gets boring. I've accured so much advantage that the rest of the game becomes tedious and it's just about mopping up the rest of the map, but that mopping up can still take hours to play through. It's not totally analogous to a TTRPG, but I found I encounter a similar problem in 3.x where the combat is already decided in pre-combat or during the first round or two of combat and then we spend a huge amount of time just cleaning up. Also, how would you characterize RTS games such as Starcraft (PvP mode of course)? If you take those games at a macro level, it's amazingly CaS. Every players starts off with one base and has the same level of resources. You don't have the dude with the higher rating starting off with extra stuff. But once you start looking at the battles during the game, it gets CaW. You target your opponent's workers, find out what he's building and you build counters, or you just build a huge economy and crush him with endless Zergs etc. 2. I think that in order to define balance, you need to first figure out what your game is about and then you figure out how certain (classes of) special abilities affect your game premise. For a game that requires players to track resources and where resource management is the main concern, spells that gives large amounts of free resouces (create water/food etc.) are powerful while those same spells are much less powerful in games which has CaS combat as their main feature and handwaves extensive resource tracking. Conversely, the ability to kill enemies (death spells, guns etc.) are much less powerful in a game which focuses on investigation and puzzle solving instead of combat. This is why after reading your thread, I've become less optimistic about 5e uniting the base. For CaW players, long term resource management is "the game" (the focus of the majority of decision making), combat (the mop up) should be quick and almost an afterthought. For CaW players, the combat is "the game", macro level (food/water, ammo) resource management should be easy and almost an afterthought. [/QUOTE]
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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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