Jul 6, 2009 13
Dungeons and Dragons, the Tactical Game
At some point the focus of Dungeons and Dragons changed. I can remember when I played with my friends over lunch with nothing in front of us except character sheets and a pencil. No battle mat. No dry-erase markers. No one inch figurines. We probably had some rulebooks lying around, but they were rarely consulted. An optimized build was something we never even considered. The most min-maxing we did was taking a bastard-sword instead of a regular long sword for its increase in damage (and its hilarious name).
Since the advent of 3E and now into 4E the game has changed for me in a fundamental way. Instead of a role-playing game where the focus is on the characters and their actions, the game has become a tactical game – more reminiscent of a table-top war game. Building your character can feel more like allocating your points for the greatest tactical advantage than developing a new person. What happened?
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