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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Where was 4e headed before it was canned?
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<blockquote data-quote="Campbell" data-source="post: 7800494" data-attributes="member: 16586"><p>[USER=42582]@pemerton[/USER]</p><p></p><p>I think you will find very few B/X enthusiasts who take war gaming as a pejorative. I certainly do not. Developing skill at managing disparate resources, effective reconnaissance, proper spell and consumable management, and developing knowledge of individual monsters and their weaknesses are all things I highly value in the context of more Step On Up play which is what I look to Dungeons and Dragons for these days.</p><p></p><p>I do agree that balancing asymmetric resources can be challenging. I think it is particularly challenging in an environment where some of the key exploration rules like 10 minute turns and wandering monster checks are discarded. The bigger challenge I think comes from spell casters largely not having a specialty and having the ability to exceed dedicated specialists in their fields.</p><p></p><p>So the general take that Pathfinder 2 takes is that dedicated specialists like the Barbarian, Fighter, Rogue, Monk, and others will always be better at the things they are good at than what a Wizard can achieve trying to match them. The Wizard is really good at making them better in their fields or in a pinch can come close for one round using a very precious spell slot. They are also better at things like area damage, overcoming resistances, and debuffs, but will never match them in things like personal mobility, personal defenses, or single target damage.</p><p></p><p>The big thing they did was making every class a specialist of one sort or another. The spells and spell lists have been carefully curated to make sure every list has its own areas of specialization and no one character can do everything.</p><p></p><p>The other element is that martial characters utilize the action economy so much more efficiently that resources are largely asymmetric from both sides. It is largely on the side of martial classes while being more of a hindrance to casters.</p><p></p><p>That being said it is definitely not a game built for scene based resolution. It pretty much assumes that you are carefully tracking time between encounters with an exploration system built around 10 minute actions. You can obviate time if need be, but should account for things like the Treat Wounds use of Medicine, repairing shields, spell durations and the like. There also tends to be some long term lasting afflictions that affect character long after combat.</p><p></p><p>Exalted is very much like this in practice because healing is very slow, Essence recovers hourly, and stuff like wound penalties and other potent long lasting effects stay with characters even if most effects are explicitly scene based.</p><p></p><p>Exalted is interesting because player characters do not really have asymmetric resources if you look at their character sheets, but the ways they utilize them make them asymmetric in practice particularly because characters can be extremely focused in one arena and so a Dawn Caste who has Melee Supernal meaning they get to go beyond normal Essence limits will be a terror on the battlefield compared to an Eclipse who has Presence Supernal and will utilize Essence in a fight far more efficiently although the reverse true in a social encounter. Of course the system is built so that characters can burn out quickly if they try to do too much. It also means they are in danger of letting their anima barriers flare giving away their true nature in a setting where that might mean they get hunted down. It's often smart for them to rely on others in those circumstances.</p><p></p><p>It's very much a game built on risks and rewards. Nothing is certain and you decide how far to push yourself.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7800494, member: 16586"] [USER=42582]@pemerton[/USER] I think you will find very few B/X enthusiasts who take war gaming as a pejorative. I certainly do not. Developing skill at managing disparate resources, effective reconnaissance, proper spell and consumable management, and developing knowledge of individual monsters and their weaknesses are all things I highly value in the context of more Step On Up play which is what I look to Dungeons and Dragons for these days. I do agree that balancing asymmetric resources can be challenging. I think it is particularly challenging in an environment where some of the key exploration rules like 10 minute turns and wandering monster checks are discarded. The bigger challenge I think comes from spell casters largely not having a specialty and having the ability to exceed dedicated specialists in their fields. So the general take that Pathfinder 2 takes is that dedicated specialists like the Barbarian, Fighter, Rogue, Monk, and others will always be better at the things they are good at than what a Wizard can achieve trying to match them. The Wizard is really good at making them better in their fields or in a pinch can come close for one round using a very precious spell slot. They are also better at things like area damage, overcoming resistances, and debuffs, but will never match them in things like personal mobility, personal defenses, or single target damage. The big thing they did was making every class a specialist of one sort or another. The spells and spell lists have been carefully curated to make sure every list has its own areas of specialization and no one character can do everything. The other element is that martial characters utilize the action economy so much more efficiently that resources are largely asymmetric from both sides. It is largely on the side of martial classes while being more of a hindrance to casters. That being said it is definitely not a game built for scene based resolution. It pretty much assumes that you are carefully tracking time between encounters with an exploration system built around 10 minute actions. You can obviate time if need be, but should account for things like the Treat Wounds use of Medicine, repairing shields, spell durations and the like. There also tends to be some long term lasting afflictions that affect character long after combat. Exalted is very much like this in practice because healing is very slow, Essence recovers hourly, and stuff like wound penalties and other potent long lasting effects stay with characters even if most effects are explicitly scene based. Exalted is interesting because player characters do not really have asymmetric resources if you look at their character sheets, but the ways they utilize them make them asymmetric in practice particularly because characters can be extremely focused in one arena and so a Dawn Caste who has Melee Supernal meaning they get to go beyond normal Essence limits will be a terror on the battlefield compared to an Eclipse who has Presence Supernal and will utilize Essence in a fight far more efficiently although the reverse true in a social encounter. Of course the system is built so that characters can burn out quickly if they try to do too much. It also means they are in danger of letting their anima barriers flare giving away their true nature in a setting where that might mean they get hunted down. It's often smart for them to rely on others in those circumstances. It's very much a game built on risks and rewards. Nothing is certain and you decide how far to push yourself. [/QUOTE]
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