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What should be in the Advanced Tactical Module?
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<blockquote data-quote="Obryn" data-source="post: 6113940" data-attributes="member: 11821"><p>It depends mostly on how it's handled, honestly. There was a thread about Fighters getting nice things a few months ago, and I didn't see anything that lived up to what the Fighter can do in 4e by default. So I wasn't impressed, but that's not to say it's impossible.</p><p></p><p>Marking is one mechanical implementation of a theme. There are other possibilities on how to represent it in play. But for the record, neither "realistic" nor "constrained" are on my priority list for a new D&D.</p><p></p><p></p><p>Marking is less "metagame" than, say, bennies/action points/fate points, but yeah, it's definitely in the metagame space.</p><p></p><p>I'm thinking that a "module" for this sort of thing would really amount to "whole 'nother game," and that's where I'm running into a wall on the topic.</p><p></p><p>But look, lest there be any doubt, I want 5e to be the best 5e that 5e can be. I don't want it to be another 4e, since it's clearly not going to be any sort of "4.5" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. But I <em>also</em> don't want it to be another 1e, 2e, 3e, or some unholy conglomeration of the lot. I don't want it stuck in any mechanics or assumptions that other, perfectly workable editions of D&D are better at. Quite seriously, the only way Next can win me as a customer is to do something new, radical, and different that I haven't seen in D&D before. I acknowledge - this may be impossible without alienating much of the rest of the fan base, but that's where I am. I'm okay being "left behind"; much like I said 5 years ago, it's not like WotC's coming to my house and burning my books. (Note - this last packet is the first evidence I've seen that Next is developing towards being its own thing rather than some kind of reheated D&D mash. At this point, it might get to be a game in the rotation, though probably not my weekly game.)</p><p></p><p>Tying it back to the topic (or at least the derail): As far as metagame mechanics go, the games I love vary wildly in their implementation, but I've found that - down the line - the ones I <em>really</em> like nowadays and <em>really</em> want to run tend to be heavier on the metagame side. Far from being lazy, I see this as elegant, simple, and clean - focused on the effects rather than the process. Case in point... I <em>love </em>Earthdawn. It's about the most "associated" game you can imagine, with essentially no metagame whatsoever. Really - every mechanic from spells to experience to hit points to karma has an in-world, character-observable justification. It manages to do this while letting "martial" characters be awesome (through...er...giving them magic, but whatever). But, when it comes down to it, there's <em>no way</em> I'm going to run it because in getting to that point it's become <em>super damn complicated</em>.</p><p></p><p>So that's why I'm a big proponent of the metagame's inclusion, here, and why we're going down this narrative tangent. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> If Next isn't that sort of game, it's a lot less likely to win me as a customer ... because I already have quite a few perfectly playable editions of D&D that are on the "low metagame" scale and I'd run them in a heartbeat. (Behind 4e, AD&D 1e and RC/BX/BECMI are my favorites; I'd like to run 1e again, but with two young boys, there just isn't the time.)</p><p></p><p>OK. /ramble. Time for some Bioshock.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 6113940, member: 11821"] It depends mostly on how it's handled, honestly. There was a thread about Fighters getting nice things a few months ago, and I didn't see anything that lived up to what the Fighter can do in 4e by default. So I wasn't impressed, but that's not to say it's impossible. Marking is one mechanical implementation of a theme. There are other possibilities on how to represent it in play. But for the record, neither "realistic" nor "constrained" are on my priority list for a new D&D. Marking is less "metagame" than, say, bennies/action points/fate points, but yeah, it's definitely in the metagame space. I'm thinking that a "module" for this sort of thing would really amount to "whole 'nother game," and that's where I'm running into a wall on the topic. But look, lest there be any doubt, I want 5e to be the best 5e that 5e can be. I don't want it to be another 4e, since it's clearly not going to be any sort of "4.5" :). But I [I]also[/I] don't want it to be another 1e, 2e, 3e, or some unholy conglomeration of the lot. I don't want it stuck in any mechanics or assumptions that other, perfectly workable editions of D&D are better at. Quite seriously, the only way Next can win me as a customer is to do something new, radical, and different that I haven't seen in D&D before. I acknowledge - this may be impossible without alienating much of the rest of the fan base, but that's where I am. I'm okay being "left behind"; much like I said 5 years ago, it's not like WotC's coming to my house and burning my books. (Note - this last packet is the first evidence I've seen that Next is developing towards being its own thing rather than some kind of reheated D&D mash. At this point, it might get to be a game in the rotation, though probably not my weekly game.) Tying it back to the topic (or at least the derail): As far as metagame mechanics go, the games I love vary wildly in their implementation, but I've found that - down the line - the ones I [I]really[/I] like nowadays and [I]really[/I] want to run tend to be heavier on the metagame side. Far from being lazy, I see this as elegant, simple, and clean - focused on the effects rather than the process. Case in point... I [I]love [/I]Earthdawn. It's about the most "associated" game you can imagine, with essentially no metagame whatsoever. Really - every mechanic from spells to experience to hit points to karma has an in-world, character-observable justification. It manages to do this while letting "martial" characters be awesome (through...er...giving them magic, but whatever). But, when it comes down to it, there's [I]no way[/I] I'm going to run it because in getting to that point it's become [I]super damn complicated[/I]. So that's why I'm a big proponent of the metagame's inclusion, here, and why we're going down this narrative tangent. :) If Next isn't that sort of game, it's a lot less likely to win me as a customer ... because I already have quite a few perfectly playable editions of D&D that are on the "low metagame" scale and I'd run them in a heartbeat. (Behind 4e, AD&D 1e and RC/BX/BECMI are my favorites; I'd like to run 1e again, but with two young boys, there just isn't the time.) OK. /ramble. Time for some Bioshock. -O [/QUOTE]
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