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Switch to Forum Live View It's time to show us the tactical module
6 months ago  ::  Dec 06, 2012 - 12:27PM #1
Style75
Date Joined: Oct 25, 2009
Posts: 1,959
This playtest has been going on for a while now and it looks like the core system is starting to come together. Sure the rogue needs to be overhauled and each class needs to be tweaked, but the guts of the system are quite apparrant. I think that now is the time for WotC to give us a taste of what to expect from the tactical module they keep referring to.

How is it going to work? Will be like the system in 4e where each class gets powers or it will it be more like the 3.5 system with a multitude of rules to cover flat footed/touch/grapple/etc. ?

This module is critical to winning over the fans of 4e and more modern RPG's and therefore I think it's critical that WotC gives us a chance to playtest it before it gets published. 
Want to know more about the history of D&D, especially how to play older editions of the game? Check out Crazy Monkey's "Tour through the editions":

http://community.wizards.com/crazymonkey/go/forum/view/133793/225799/Asylum_Play-by-Post

The current edition is BECMI, the most popular form of Basic D&D and the adventure is the classic Red Box quest to kill Bargle the evil magic user. Check it out, learn about the games roots, and enjoy the story as it unfolds.
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6 months ago  ::  Dec 06, 2012 - 12:36PM #2
thecasualoblivion
Date Joined: Apr 1, 2007
Posts: 6,344
I'd like to see some reason for a person who thinks 4E was a better game than earlier editions to buy 5E. If the tactical module is just a rehash of the 3E grid and generic maneuver rules, it's not going to be what fixes 5E for alienated 4E fans.
...whatever
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6 months ago  ::  Dec 06, 2012 - 12:51PM #3
Qmark
  • vitriol and virtue
Date Joined: May 18, 2002
Posts: 16,540
The Tactical Module probably doesn't exist yet.
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6 months ago  ::  Dec 06, 2012 - 12:53PM #4
strider1276
Date Joined: Jan 23, 2012
Posts: 1,352
I'm sure they'll put it out for playtest when they are ready to do so, and not beforehand.
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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6 months ago  ::  Dec 06, 2012 - 12:55PM #5
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 804
Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  
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6 months ago  ::  Dec 06, 2012 - 1:00PM #6
MechaPilot
Date Joined: Oct 5, 2007
Posts: 9,420

Dec 6, 2012 -- 12:55PM, powerroleplayer wrote:

Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  



I think the tactical rules module is viable, it will just offer a little less of the tactical expereince than 4e did.  This is probably necessary since even a fair number of 4e players and DMs said that combat took too long.  However, you are right that you can't just slap grid rules on the thing and call it a day.  You need to go back and add options that interface with terrain and the grid.  At the moment, this seems to be something they could do through maneuvers, rogue skill tricks, and possibly as just an option for anyone using CE dice.

Why Mechanics-Alignment Integration is Bad Show

Mar 4, 2012 -- 5:04PM, MechaPilot wrote:

Mar 4, 2012 -- 3:46PM, Warrant wrote:

so why even play a fighter if you can play the paladin the exact same way behaviorally and get added power to boot. "Paladin" is about accepting better game-enhancing mechanics at the price of more rigid in game behavior.


Really?  So it goes something like this?

Fighter: "I want to be a paladin."
NPC: "Really?"
Fighter: "Yes."
NPC: "Very well."  Starts reading from a holy book while still in-character "Do you accept having to choose and stick to the lawful good alignment, eventhough neither of us actually knows that it exists or what it is?"
Fighter: "I do."
NPC: "Do you reject good game balance because you accidentally rolled a high Charisma?"
Fighter: "What?"
NPC: "I don't know what it means either."
Fighter: "Oh.  Umm, ok I do."
NPC: "In the name of all that is metagamey and broken, accept these better game enhancing mechanics."
Fighter: "These what?"
NPC: "Just get out there and try to fulfill a million different people's notion of good while not violating and part of any of them."


taking an argument too far Show

Apr 16, 2012 -- 9:27PM, Frostball wrote:

So the system is designed such that every single hit needs to be described to avoid confusion?  Here's a scenario.  The players are nudists, everybody in the world are nudists, it's not weird, it's totally normal in this land.  They are naked and they fight drakes taking damage throughout, but healing up with surges.  Later they meet the guy who raised the drakes.

Part 1:  I didn't describe any of the hits.  What does he see?

Part 2:  Lets say I described the drakes as biting the players, yet they healed up.  What does he see?



Fencing & Swashbuckling as Armor.

D20 Modern Toon PC Race.

Mecha Pilot's Skill Challenge Emporium.

Gundam_00_Celestial_Being_Logo-logo-E6E4232905-seeklogo.com.gif
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6 months ago  ::  Dec 06, 2012 - 1:54PM #7
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,813

Dec 6, 2012 -- 12:55PM, powerroleplayer wrote:

Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  



Yup man Im on a roll today just wait and somebody posts my opinon for me

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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6 months ago  ::  Dec 06, 2012 - 7:14PM #8
knux911
Date Joined: Nov 27, 2009
Posts: 65

Dec 6, 2012 -- 12:55PM, powerroleplayer wrote:

Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  


This.

The weight that modules have to carry is too great. I don't see how you can slap on a module and change the game so much, yet have the core function almost unhindered. I fear people expecting modules to do so much are going to be disappointed.

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6 months ago  ::  Dec 06, 2012 - 7:20PM #9
Reinhart
Date Joined: Mar 4, 2003
Posts: 604

Dec 6, 2012 -- 1:54PM, Garthanos wrote:

Dec 6, 2012 -- 12:55PM, powerroleplayer wrote:

Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  



Yup man Im on a roll today just wait and somebody posts my opinon for me




Yeah, I post a lot less latey because I find that if I just wait a day someone reliably makes my point for me.

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6 months ago  ::  Dec 06, 2012 - 7:50PM #10
The_Jester
  • Stampeding Hybrid
Date Joined: Nov 1, 2003
Posts: 3,515

Dec 6, 2012 -- 1:00PM, MechaPilot wrote:

Dec 6, 2012 -- 12:55PM, powerroleplayer wrote:

Here's the thing.  The tactical combat module is a myth.  If it's a module, then it has no chance of winning over 4e fans.  You can't just slap on flanking and rules for using a grid and call it tactical.  4e worked as a tactical game because it was designed from the ground up as a tactical game, with action economy, resource management, enough HP that combats lasted enough rounds to bother set up a strategy, class roles fostering cooperation, and a suite of powers that created and exploited situations, bonuses, and penalties.  To add that level of tactical depth to Next, the "tactical module" would have to be bigger than the core rulebook, and rewrite substantial portions of it (in particular, the entirety of the monster manual).  I'm not saying class roles were awesome or a limited menu of AEDU powers was made of win, but they were integral to making 4e the tactical game that it was.  I'm not even saying that a tactical game is better than a non-tactical game, or that you couldn't make a tactical game without taking the 4e route.  But I really don't think you can make Next into a tactical game with a couple of AoE templates and a list of suggestions for how to model a few extra situational bonuses/penalties/actions.  And I really don't think we're going to get more than that, because at that point you're making a whole new edition, not a module.  More of a basic vs advanced thing, hopefully with a relatively easy way to convert characters back and forth.  



I think the tactical rules module is viable, it will just offer a little less of the tactical expereince than 4e did.  This is probably necessary since even a fair number of 4e players and DMs said that combat took too long.  However, you are right that you can't just slap grid rules on the thing and call it a day.  You need to go back and add options that interface with terrain and the grid.  At the moment, this seems to be something they could do through maneuvers, rogue skill tricks, and possibly as just an option for anyone using CE dice.



I think this sumerizes the issue. There will likely be a module that adds tactical play to the game, and makes some combats a much more tactical experience. Or some combats, as you can save it for the boss fights and set piece encounters. And it will likely play a lot like a streamlined and slightly simpler version of 4e. 
But will it be as tactical as 4e, with it's interconnecting powers, firm roles, and the like? No, probably not. 

I don't think that's a bad thing. 5e shouldn't be 4e version two any more than it should be 1e v.2 or 3e v.2. Especially since the changes needed to make the game replicate one make would make it incompatible with other games. And, since there's already a 4th Edition available in stores why make a new version of 4th edition? Just play 4th edition. Or Dungeon Command. 

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