Active Entries
- 1: Bundle of Holding: Neon Lords
- 2: Tarnsman of Gor (Gor, volume 1) by John Norman
- 3: Five SFF Stories About Editing and Storing Memories
- 4: The Color of the End: Mission in the Apocalypse, volume 1 by Haruo Iwamune
- 5: Checking in on Our Old Friend, Barnard’s Star
- 6: Two unrelated articles
- 7: Pilot confounds Hegseth effort to address Social Security, Housing Crisis
- 8: Huh
- 9: Clarke Award Finalists 2006
- 10: New to me
Style Credit
- Style: Neutral Good for Practicality by
Expand Cut Tags
No cut tags
no subject
Date: 2013-04-18 09:01 pm (UTC)My inclination to tactical combat is quite different from yours. I found D&D4E deadly dull. What might have been an interpersonal thing became, in challenges, an exercise in dice throwing. And I was in a bad place, so I didn't particularly want to learn another set of fiddly rules, so the tactical aspects did not appeal to me. (I did not care about mastery.)
MHR has, somewhere in it, a game that rewards interesting tactical choices, but by only giving a few mechanical options, they end up all being the same, and confusingly so. ("Is that an asset? Or a resource? The heck with it, I'll hit him. Oh, he's protected by GM fiat.") I have the same problem with PDQ: I very much liked the setting in Jaws of the Six Serpents and the freedom implied by the casual rules set appealed to me, but it never came to fruition.
And thinking of it that way, maybe what I want to try is Savage Worlds. (Or not.)
There's a middle ground between "here are rules for combat; make everything else up" and "Here's a lot of dice hoohah that promises to increase your enjoyment but will instead suck the colour out of everything." I wish I could find it, though it might be a Pepsi sweetness problem.