K wrote:
Here are your assumptions:
No they aren't.
1. There is no tactical reason a single player can't help the party by not being subject to attacks in zone, perhaps even more than by being in the zone.
Dude, I just told you that for game balance reasons an archer who was out of the melee had to be dishing out
more offensive firepower (however that is defined) than a dude in the melee. You, on the other hand, demanded that they do
less. In short, I suggested that the tactical effects of a back-rank character had to go up to compensate for the fact that they weren't on the front line - and you said the opposite. That they needed to be punished for not being on the front line.
2. You are assuming enemies can't concentrate fire and an extra member distributes attacks somehow.
I suppose I am assuming that. You know, because any game that doesn't do that is basically just Lunch Money and doesn't deserve to be called a tactical minigame at all.
Yes, in nWoD, there is nothing whatever to stop people from just focusing fire and everyone on both sides just picks a hippie to beat on until they drop and then moves on to the next target - repeat until one side or the other runs out of dudes. nWoD has the shittiest combat system I have ever seen, and everything you say on this thread seems hellbent on emulating it.
3. You are assuming there is no further tactical depth to a system you haven't seen.
I'm assuming that you'll have to add tactical depth eventually. However, so far you've only said things about stripping tactical depth away, and every time I suggest a source of tactical depth, you angrily deny it. Like for example: the part just above where you deny that there is any reason to split fire among the different targets in the combat zone where according to you, everyone is.
4. You are assuming that rage-ranting about your own flawed assumptions makes me want to share this idea, and any other idea, at any further length.
On all four assumptions, you are wrong. Thanks for reminding me that nothing productive ever happens here and it's a huge waste of my time to post.
Actually different: I'm assuming that hopefully I can get through to you that what you've been describing is a mixture of 4th edition D&D and nWoD. That it is quite simply the most caustic set of ideas I have ever seen you come up with, and I want you to stop. Even the precepts you've lain down for design goals are horrible.
- Make it so that no class or build derives differential benefit from simple abilities like lowlight vision.
- Make it so that characters with "ranged" attacks cannot effectively attack from outside of melee range.
- Make sure that no one can stop either side in a melee from simply focusing fire on one opponent at a time until they expire.
All of those goals are
shitty goals. I'm not denying that you can make a system sufficiently reductionist that you achieve them. I'm saying you shouldn't, because those are the worst ideas that I've ever seen you type on any subject.
The argument so far has been:
- Frank: Don't do this. Your plan is stupid.
K: You keep thinking I can't do this. But your assumptions are wrong, because if I double down into something even more extreme, it can be done.
-Username17