To be clear, if I publish a game that says 'This is Lyxen's favourite game', that would become true?Since a game is just text on paper, the ONLY thing it does is "say something" to the reader, it will never DO anything on its own.
To be clear, if I publish a game that says 'This is Lyxen's favourite game', that would become true?Since a game is just text on paper, the ONLY thing it does is "say something" to the reader, it will never DO anything on its own.
The difference between "whether to cast Compel Duel or save the resource for a smite" is the sort of thing I think of when I think "abstract resource management". And hiding behind $random scenery (whether it's a doorway, crates, a wall, or a table) is one step away from generic. Focus fire is tactical - but it is tactical that does not engage with the specifics of the environment (and is elementary tactics). It's just a step in the normal "chew through the enemy's abstract hit points until they stop moving".
And in 4e I am still making every one of these choices you list. Rogues hide and ambush in 4e behind random terrain. Focus fire is very much a thing. The paladin has to decide whether to cast dailies or save them. Every single thing you mentioned as options (a) happens in 4e and (b) does not make this battle different from any other - or anything where we're actually fighting against a green screen with zero terrain. What I focused on was what makes 4e both different to and more tactical than other editions. Just saying that "you can do these things as well" when you do the exact same thing in 4e is not pointing out anything that's different.
On a tangent there are forced movement abilities in other editions but when it happens in other editions than 4e it's amazing, outstanding, and vanishingly rare outside setpieces. In 4e this is normal. The big difference is that although bull rushes and spells like Gust of Wind exist you almost exclusively have to give up all your combat damage to do them. Which means if they don't have a full effect of taking a foe out of action they do diddly squat. In 4e (and very occasionally in 5e) they are built into your normal abilities. And a dock is a very specific thing that is in that fight but possibly not any others in an entire campain.
This is why in editions that aren't 4e I find myself chipping away at enemy health bars with no meaningful consequence until they drop like it's a computer fighting game taking place against a backdrop that might be different stage to stage but is effectively a green screen. In 4e I'm actually engaging with the specifics of the game world and the way my character works. In other words, while you might be picking powers from a hand of cards I'm roleplaying in combat in a way I'm simply not in other D&D editions.
If you get to talk about how for you 4e is like a card game despite the fact that there have been cards produced for casters in most editions then I think I'm vastly more justified in pointing out that 4e has more, richer, and deeper tactics and makes me feel like we're actually on location and part of the environment rather than playing an abstract computer game chipping away at an abstract health bar the way combat in other versions of D&D does to me.
I went back through the comments, I don't see anyone claiming that rituals didn't exist. People have stated things about how the game felt, their impressions and opinions but that's pretty much it. If I missed it feel free to provide the quote.
This is very much an edge case you're talking about. The mark in question is the mark coming specifically from a PHB fighter's attack - and I'm pretty sure that 100% of the fighter's inherent attacks are melee based (and if not it's close). So while it is possible for a fighter to combat challenge someone with an arrow using their ranged basic attack it almost never happens. If the fighter is regularly shooting a longbow at people something has gone badly wrong somewhere.So the other 5 enemies attacking are not a threat? Just that one guy 30 yards away that missed you with an arrow?
You must really hate bards.Somehow I can insult a pack of wolves so much that they feel compelled to attack me?
It's a hell of a lot more realistic than the pre-4e (and especially the 3.X) approach where your fighter spams exactly. the. same. attack. every. single. round. Almost. untiringly. as. if. foes. will. never. learn. what. they. do.Same way that there was no way to have a power that was awesome that my totally mundane, non magical fighter could only pull off once per day. Not because of circumstances, not because the scenario presented itself. Nope, just game balance.
And I wish that other people were and are willing to accept that for many of us who like 4e the 4e worlds are vastly more realistic and better for roleplaying in than the previous D&D worlds with their stentorian spammy fighters that make us both (a) want to die of boredom and (b) do not even feel slightly like a master of fighting, just someone with biceps and One Trick Monsters Hate.The lack of logical in-world explanation is not a problem in and of itself. I just wish people would accept that for a lot of people it was simply that the fluff explaining how it worked was so flimsy that it felt like borderline sarcasm.
And to a lot of others having elements of a board game is a vast improvement over a literal hacked tabletop wargame.That's why to a lot of people it felt like a board/card game.
And part of why I personally prefer 4e where combat wasn't mostly about two sides walking up to each other and playing patty-cake until one of them ran out of hit points and dropped. Instead you were using your brain to get an advantage by working with your capabilities as a combatant and using how they were positioned and teamwork at a level you simply don't in 5e.Being able to envision what combats look like, having it look like something other than an anime cartoon in my head is part of why I personally prefer 5E.
I don't think I was. What I was pointing out was how the docks in specific would make the combat different and lead to a different fight. Yes I was being slightly flippant - but all your suggestions were entirely 100% independent of whether you were fighting on the docks, in a dungeon, or anywhere else. Tactics is about adapting to changing environments and circumstances and literally nothing you suggested used much about the environment other than "is there something for the rogue to hide behind", which was the point.I agree that 4E was more complex, my comment ha nothing to do with 4E. I was simply pointing out that you were glossing over a lot of options available in 5E.
You haven't so far pointed out one single thing that's either teamwork or tactics that you do in other editions that you don't do in 4e. And I should have picked up on the grappling - with 4e being the only D&D edition I'm aware of where deliberate grapplers didn't make people groan.If you can point out aspects of 4E that you like, I can point out that combat in non 4E games can also include just as much strategy, teamwork and tactics
Again, I don't think I am - I certainly wasn't simplifying anything that I wasn't also simplifying in 4e.. But you have not presented one single piece of teamwork or tactics that isn't in 4e.It may take different forms, many groups may not care, but my combats are not rote die rolling as people grunt at each other from across the table following predefined tactics.
Don't want people misrepresenting 4E? Try not misrepresenting other versions of the game as well.
Note that the Fighter's mark ability is based on attacking, and the fighter is a very strongly melee-based class. Unlike the fighters of other editions, you can't make a good archer using the fighter class in 4e – the fighter can certainly use a bow as a backup weapon, but all their Cool Stuff is melee-based. So the whole thing about marking people from across the battlefield is a bit academic, because it's generally not going to happen. Similarly, marking is only half of the fighter's Combat Challenge ability - the other is attacking back if you attack another target than the fighter who marked you. And if the fighter runs off, that's not going to happen, which means that you just take the -2.The "in your "thoughts" has no value compared to immediate threats, that's the problem, if there is no magic behind it. The mechanic looks and feels abstract (like a lot of 5e powers) because it purely technical and is supposed to work across the whole field of battle, instead of being the "in your face" kind of mark that you have in sports. This is why it feels unnatural, it was designed from a boardgame-y technical perspective and not even justified in terms of what happens in the game world. And it's the reason it was mostly dropped in 5e, except when there is obvious magic to support it (and even then, it is still more "in your face" for example with compelled duel).
This will blow your mind...
I PLAY 4e...BY THEATER OF THE MIND.
That's right, most of my 4e play was WITHOUT a grid or board or anything, and without miniatures.
Note that the Fighter's mark ability is based on attacking, and the fighter is a very strongly melee-based class. Unlike the fighters of other editions, you can't make a good archer using the fighter class in 4e – the fighter can certainly use a bow as a backup weapon, but all their Cool Stuff is melee-based. So the whole thing about marking people from across the battlefield is a bit academic, because it's generally not going to happen. Similarly, marking is only half of the fighter's Combat Challenge ability - the other is attacking back if you attack another target than the fighter who marked you. And if the fighter runs off, that's not going to happen, which means that you just take the -2.
It lasts for literally a single round. Six seconds.I don't care about the likelihood, I'm talking about an explanation that makes sense in the narrative, which the game does not provide in any way, and which no one can. Why, if the fighter attacked, then ran away, do you still get a -2 ? Why does this work on an ooze ? It does not make any sense, it's purely mechanistic.
That is not what I said, not even close, so I would appreciate not being so misquoted in the future. I was referring to resources only.Once more, it's the only edition where what you can do in combat and out of combat are so clearly separated from each other that there is no cross-utilisation possible. Even @EzekielRaiden recognised it
The Kreon line failed on it's own terms, if the toys had caught on I'm sure thst would have taken off sooner or later.Note that they also tried to expand the Brand by making Dungeons & Dragons Kreon sets! I always felt like that was a super missed opportunity to not use that toy line to give us, essentially, customizable minis. Grab the Tiefling minifigure, give it the right armor and weapon and BOOM! Here's a mini for your character! Heck... they even had blind bags that came with a circle base that fit perfectly into a 1 inch sided square! Really missed marketing potential there