However, being motivated to learn how to use your character is important so that these very involved combats don't screech to a halt.
"What's a minor action?"
"Can I use a reaction on my turn instead of a regular action?"
"What do I add to my attack roll?"
"What is a cone shaped like?"
"When can I spend a Healing Surge?"
"Can I use that Daily power again?"
These are the types of questions what were still being asked on almost every turn - 6 months into our 4E campaign.
It's not just about being a tactical mastermind, it's also about caring enough about the game to put effort in to learn your character and the rules so you're not delaying everyone else's turns and helping to extend a turn to 45 minutes.
What you're saying is so true! I've written about this before, but a player in one of my games just doesn't seem to take the time to learn the rules. He's a great guy but it's such a challenge to get his character going. The group played 13th Age before I came into it, but he played a simple character class there and did okay. And we played Feng Shui and he rocked it.
I think designers should consider this in their games, or at least admit that the game may not be for this kind of player if they don't.
True, but there are systems that can be learned in 30 minutes. There are also systems that require months of practice and research to do thoroughly.
For me, I'm just not going to take the effort of complex systems anymore. Ultimately, the juice isn't worth the squeeze.
You may be right. I think it's important to let people know what you're doing as part of game design. I don't think that anyone is going to stumble into Draw Steel with the expectation that it won't require a good deal of engagement, and I think the start of the Heroes book does a good job describing it.think its fundamentally a fool's errand to really try and build a game for both players with high engagement and low engagement.
You may be right. I think it's important to let people know what you're doing as part of game design. I don't think that anyone is going to stumble into Draw Steel with the expectation that it won't require a good deal of engagement, and I think the start of the Heroes book does a good job describing it.
You may be right. I think it's important to let people know what you're doing as part of game design. I don't think that anyone is going to stumble into Draw Steel with the expectation that it won't require a good deal of engagement, and I think the start of the Heroes book does a good job describing it.
Other games? It varies. This group is currently playing 5E and it's tough, even with just playing a fighter, to keep up with things for this player. Things like "remember you have Action Surge" and "huh, maybe Second Wind?" are common and we're ... 12th level.
( And even then they are at at 1st level possibly more exiting than the cleric without spells, or the wizard with a randomly rolled floating disk + read magic as the only spells in their bookOD&D fighting-men were simple, but they were also by themselves dull as dishwater.
Agreed. It is hard to beat how up front the "What Is This Game?" section in the Introduction is for getting the point across, and I love that there are callouts to other games that might fit what you are looking for instead if you want something adjacent to Draw Steel, but it might not be the right fit.I really love how up front it tries to be about what this game is as presented.