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Am I crazy? I've just gotten a hankering to play 4e again...
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8190044" data-attributes="member: 82106"><p>Yes, but I prefer to generate tactical choices as organically as possible. That is one of the issues I had with 4e itself. Much of its 'tactics' simply amounts to "we made up this mechanical effect without much regard to any narrative element, it 'just works this way'." That certainly creates a form of tactics, but it is a rather artificial and gamey sort of tactics. I'd rather that tactics arose organically out of considerations like "being attacked from an unexpected direction is bad" and "high ground is advantageous", and "cover is protective." Now 4e SOMEWHAT models those, but at best they are either on a par with simply mechanistic non-narrative effects, or mostly just co-opted (like CA) by those.</p><p></p><p>So, yes, moving makes you a more difficult target, certainly for ranged attacks, and perhaps the fact that your future position is uncertain (IE if you implemented some sort of "target an attack and it goes off later" sort of thing). I think the tactical implications of facing, delayed effects, a more substantial surprise effect; these would produce a more organic and classic style of tactics. THEN you can leverage that with powers, so maybe a defensive power that keys DEX has a requisite that you moved two squares in your last turn. Something like that. 'Charge' effects could be built into certain powers too. Powers which produced delayed or conditional effects (sort of like a 'land mine' say) would also be interesting.</p><p></p><p>Of course, I'm aiming at a pretty 'heroic' sort of tone, so maybe not all of these would fit well with that, I'm not sure.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8190044, member: 82106"] Yes, but I prefer to generate tactical choices as organically as possible. That is one of the issues I had with 4e itself. Much of its 'tactics' simply amounts to "we made up this mechanical effect without much regard to any narrative element, it 'just works this way'." That certainly creates a form of tactics, but it is a rather artificial and gamey sort of tactics. I'd rather that tactics arose organically out of considerations like "being attacked from an unexpected direction is bad" and "high ground is advantageous", and "cover is protective." Now 4e SOMEWHAT models those, but at best they are either on a par with simply mechanistic non-narrative effects, or mostly just co-opted (like CA) by those. So, yes, moving makes you a more difficult target, certainly for ranged attacks, and perhaps the fact that your future position is uncertain (IE if you implemented some sort of "target an attack and it goes off later" sort of thing). I think the tactical implications of facing, delayed effects, a more substantial surprise effect; these would produce a more organic and classic style of tactics. THEN you can leverage that with powers, so maybe a defensive power that keys DEX has a requisite that you moved two squares in your last turn. Something like that. 'Charge' effects could be built into certain powers too. Powers which produced delayed or conditional effects (sort of like a 'land mine' say) would also be interesting. Of course, I'm aiming at a pretty 'heroic' sort of tone, so maybe not all of these would fit well with that, I'm not sure. [/QUOTE]
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Am I crazy? I've just gotten a hankering to play 4e again...
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