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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: 8190827" data-attributes="member: 82106"><p>And yet, focusing sufficient firepower on a specific target in order to neutralize it ASAP IS a fundamental tactical concept. In the real world most weapon attacks are potentially instantly lethal (or at least 'mission kills'). So the concept does have somewhat limited applicability in real life (you can see it in ship-to-ship combat and a version of it was logically present in mass melee combat, and hence Chainmail). So it was NOT an accident of rules that put it in Chainmail, but simply a modeling of a real-world tactical law. </p><p></p><p>I agree it could be seen as artificial in any combat scenario involving small numbers of individuals which is realistic. Unfortunately, anything resembling D&D where hit points represent an absolute "alive or dead" countdown, WILL by definition create a focus fire optimization scenario. I don't think we want to give up the damage model and associated plot durability of PCs (and its amplification at higher levels) do we? If not, then we are stuck with the concept. </p><p></p><p>Yes, you could introduce various sorts of mechanical incentives designed to penalize ignoring one opponent to concentrate all attacks on another. I don't think that produces 'more realism' however, since the results of these attacks are fundamentally unrealistic in all cases.</p><p></p><p>Anyway, I have no idea why realism reared its ugly head as a point of discussion in this threat at all to begin with. I suggested a more 'organic' and thus easily narrated sort of tactics. I<strong>t was not my intention in any way shape or form to suggest some sort of injection of realism!!!!</strong></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8190827, member: 82106"] And yet, focusing sufficient firepower on a specific target in order to neutralize it ASAP IS a fundamental tactical concept. In the real world most weapon attacks are potentially instantly lethal (or at least 'mission kills'). So the concept does have somewhat limited applicability in real life (you can see it in ship-to-ship combat and a version of it was logically present in mass melee combat, and hence Chainmail). So it was NOT an accident of rules that put it in Chainmail, but simply a modeling of a real-world tactical law. I agree it could be seen as artificial in any combat scenario involving small numbers of individuals which is realistic. Unfortunately, anything resembling D&D where hit points represent an absolute "alive or dead" countdown, WILL by definition create a focus fire optimization scenario. I don't think we want to give up the damage model and associated plot durability of PCs (and its amplification at higher levels) do we? If not, then we are stuck with the concept. Yes, you could introduce various sorts of mechanical incentives designed to penalize ignoring one opponent to concentrate all attacks on another. I don't think that produces 'more realism' however, since the results of these attacks are fundamentally unrealistic in all cases. Anyway, I have no idea why realism reared its ugly head as a point of discussion in this threat at all to begin with. I suggested a more 'organic' and thus easily narrated sort of tactics. I[B]t was not my intention in any way shape or form to suggest some sort of injection of realism!!!![/B] [/QUOTE]
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Am I crazy? I've just gotten a hankering to play 4e again...
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