Celebrim
Legend
Mallus said:I don't know... there are games out there where the PC's have significant 'at-will' powers which still manage to be tactically rich & satisfying...
I've never denied that. Per day or per encounter has no real impact on tactical richness (though it may have some impact on tactics, that's not the same thing).
Everyone is familiar with the terms tactics and strategy. Most gamers know the difference between the two. What they may not know is that there is a level of planning between tactical and strategic commonly called 'operational'. Operational level planning is principally concerned with what we'd call resource management. It's about doing things efficiently with limited resources. It's that operational level of play that is I think at risk. In prior editions of the game, and distinctively in 1st edition, a 'mook' encounter still demanded high attention to tactics and still represented a 'threat' because of its potential impact at the operational level. In efficiently handling a series of mook encounters would leave you unable to fulfill your strategic goal, because that final encounter against the bad guy which - in a straight up fight might be easy - would prove an 'encounter too far' due to either poor tactics in otherwise easy encounters you had no real chance of losing, or poor operational planning (you wasted important spells against minor obstacles).
D&D has a 30 year history of that style of play, at its still supported if you choose to play the game that way even in 3rd edition, and now suddenly everyone is saying that is a boring way to play that shouldn't be supported anymore?
like M&M (2e). Our campaign started back up again last week, and the session was one long, beautiful fight against Nazi occultists and the misguided Valkyrie who love them...
And I repeat, the people who seem to have no problem with this are the people who seem to think that each session should have 'one long, beautiful fight'. I have no problems with climatic, long, beautiful fights, but thats just one sort of challenge I like to throw at my players, or which, conversely, I enjoy as a player. (After all, I always try to be the DM that I would like to have if I were a player.)
Or maybe, like any system more heavily weighted toward specific genre emulation (also like M&M 2e), it supposed to played in a certain way (ie, it's up to the player to provide balance, the mechanics don't necessarily enforce it).
I'm worried that 4e is heavily weighted toward a specific genre emulation that is quite different from that I traditionally associate with D&D.