dvang said:
42! said:
I'm pretty sure they've introduced the cooldown/recharge mechanism to avoid players (and even GM's) constantly spamming their "best" attack. Most systems with powers or non-standard attacks have either a cost (like Exalted) or a limit on use (like DnD) in order to force a bit of tactics, to avoid the 'powercreep' ("why spend xp on another power when it's weaker than my current spam-power") or spamming problem and to (potentially) make fights more interesting.
Yes, well said and that's my impression as well. There are added benefits, like making the players think about which action to use and when, but I expect to avoid players being able to get spam whichever action is 'best' repeatedly. Instead of a straight cost (like the fatigue suggestion earlier in the thread), the "cost" is time for the action to recharge again (i.e. a limited re-use). It also dovetails into similar mechanics (from what I can tell) with the magic (both divine and arcane), making the system more unified.
dvang said:
42! said:
I'm pretty sure they've introduced the cooldown/recharge mechanism to avoid players (and even GM's) constantly spamming their "best" attack. Most systems with powers or non-standard attacks have either a cost (like Exalted) or a limit on use (like DnD) in order to force a bit of tactics, to avoid the 'powercreep' ("why spend xp on another power when it's weaker than my current spam-power") or spamming problem and to (potentially) make fights more interesting.
Yes, well said and that's my impression as well. There are added benefits, like making the players think about which action to use and when, but I expect to avoid players being able to get spam whichever action is 'best' repeatedly. Instead of a straight cost (like the fatigue suggestion earlier in the thread), the "cost" is time for the action to recharge again (i.e. a limited re-use). It also dovetails into similar mechanics (from what I can tell) with the magic (both divine and arcane), making the system more unified.
Actually I disagree with this assessment. It won't make the players think more tactically. All it does is change single spam to spam order. Anyone who has played games with recharge (MMO) I'm sure can attest that how these things go is like this, I have three actions per se, super smash, moderate smash, and light smash, then basic attack. Super smash takes the longest to recharge (lets say 4 turns). Moderate smash takes lets say (3 turns), and light smash takes 2 turns then basic attacks take no time at all.
So, most of the time it will go down like this based on their recharge rate. Super Smash the first turn. Now that will take four turns to recharge. While it recharges I will then moderately smash which takes three turns to recharge, then light smash which will take 2 turns, then I'll hit with a basic attack for one turn. Four turns have now passed so I go back to super smash. Clean, rinse, and repeat - Spam Order.
What in essence this system does is recreate, in its own special way, the feel of DnD 2nd edition which was a fighter got to attack twice one phase and once the second phase. Well, on phase 1 he did a hell of a lot of good, then the second, he wasn't, so he waited for his two attacks to recharge before attacking again. This went on and on and on and if you noticed, Roleplaying in the 90's did everything it could to get away from this feel because it's awkward, weird, counter-intuitive, and is in ways, a simple mechanism that only serves to slow things down.
At the same time, it prolongs the encounter by characters waiting for super-smash to recharge since they need it to deal any real damage to the Blood-Tthirster. This will be especially true at higher levels where we'll still be waiting for super smash to recharge since most things will have huge soaks and huge armor rating. This point is especially true since damage in this system is fixed, So how it will end up will be all the other turns are one to two point damage fillers until Super Smash recharges. Oh you died while waiting for your recharge? Sorry. It's the reason why Anixia (sp?) in WOW was so hard to kill because people simply couldn't super smash, super smash, super smash and died while waiting for their powers to recharge, hence why kiting is a tried and true practice of the MMO.
Furthermore, a system of recharge does not make the combat more tactical. Instead the actual combat tactics are simply being replaced by tactical token management. Especially since we'll have cards that lower the cost to manage the tokens. Obviously, the first one I can lower will always be super smash because it does the most damage. Why? Because I get to super smash one turn earlier than if I put it on moderate or light. Only if I had any to spare would I even consider lowering moderate smash because it's just not as good as being able to super smash sooner. So with these lower recharge rate cards you'll end up with - Super Smash, Moderate Smash, Super Smash, light Smash, Super Smash, moderate smash, Super smash, light smash. Is that more tactical? Is that really different than super smash per turn? No, it's a spam order that just delivers a lower net damage, but in effect, plays out the same.
The thing about the new system that does make combat more tactical than any other roleplaying game is the new initiative system. This gives a boat-load of options and choices the players have to decide how best to deal with their enemies, but I'll get back to topic now.
Next, you can say this system gives more options. But with every system, certain options will always be chosen first. The criteria will surround how good an action is versus its strange recharge rate and the required conditions. Weaker or strange effects that require more conditions to be met won't be chosen as frequently as the big ones. For instance backstab. It's not a bad description, but is only really good when you have teammates around you and if your enemy is in armor. It is not that much better than a basic attack and I have to wait four turns for a recharge when the other four turn, recharge card has a better damage ratio and less dependency on my opponent being in armor and my buddies around me. Besides, higher damage is pretty effective against armor and doesn't require two boons to pull it off, so I'll just go with that card over Backstab.
Also, so what if someone super-smashes all the time? Now I have to put this on levels to make it clear. But a guy who is level 20 has, by then, figured out how to super-smash continually. Every hit is like being bludgeoned with a school bus. While a level one just isn't that skilled. So what's so bad about the level 20 guy doing super smashy? The good thing about DND Feats is once you had them, you could always use them. The downside was, the trees were so hard to get through, you really never got to see the high end without having to dedicate a lot to playtime. That's why I'd favor some mechanic that is more like feats with some form of penalty applied to great actions, until a certain "level" of skill in it is acquired and the penalty gets less.
Like I said before, Warhammer has many systems and great ways to impliment what I'm talking about, even better than straight fatigue. Some cards risk fatigue. Others give smaller bonuses but bigger bonuses under certain conditions, others could adjust stance meter. Others could put misfortune dice on the next attack made. They have already cracked the surface with the Bane conditions on the cards. For instance, using Backstab, lets start out under the pretense that card's never recharge. But you keep the fact when you roll two banes, put two recharge tokens on the card. That would be the downside and in that case, recharge would make sense. Sure you may have or may not have succeeded in the backstab, but since you rolled a double bane that guy is aware of you so you can't backstab again for another two turns because, basically, he's watching you. Sure you can say that's why it's recharging over four? Is it really, since every-time you try it it's an opposed agility versus observation?
The innate penalty idea s both more interesting as part of the story and as a system. You see the 3e system has created double penalties to every action card. The first penalty is how often it can be used. The second is the negative side effect the action causes. Therefore, this doubles system complexity and also further limits card choices. Players will pro-rate the cards for the lowest amount of penalty to the highest gain. It happens in every game that uses the same system. You talk to WOW players, certain abilities are just junk and not worth your time, the same will happen in Warhammer, thus creating not only a spam order, but a more limited spam order based on the cards functionality that your group of players will as a whole always take.
Of course, in every system with recharge, someone will figure out that light smash with a lower recharge rate is overall better at all times than super smash. Why? Because if I reduce it down to zero, then I can light smash, light smash, light smash away. This allows me to more DPT (Damage per turn) then a simple super-smash power. Is that really more combat tactical? No it's simple math and a tactic not based on the combat itself, but solely on the resource management.
Now, I will give you that streamlining a system to a single line is a great way to go. However, streamlining just for the sake of streamlining is not always good if it interferes with overall mechanics (recharge is a sub-system) or disrupts the narrative flow (the combat is less about the narrative aspect of fighting and more about resource management) or exists and ends up double penalizing players (which recharge lends itself toward - the act of recharging itself is a penalty.)
To extrapolate on why it is a sub-system, you have to look at the fact that not every action is based on recharge in this game. Climbing is an action. It may not have a fancy climb card to go with it, but in all language of role-play climb is akin to swinging a sword. So, under this system, you can climb forever without having to wait for climb to recharge. That's mechanic one. Mechanic two is, these actions recharge. I heavily doubt there will be a single social action that recharges (unless of course it's some combat maneuver like taunt). So basically, the recharge mechanic more than likely will be relegated to the sub-system of combat and parts of the magic system. You could as easily argue that combat actions work like climb checks is streamlining the system because to climb is the same as swinging a sword. In general, it is safer to say the system would be more streamline if specialized action cards operated with some pre-described penalty then to not only make them operate that way (as all actions do in the game) then impose an artificial penalty called a recharge rate as well. You see if you roll double banes on a climb, you receive a penalty (twisted ankle, delayed in time, whatever). If you roll double banes on a swing, you get a penalty. However, on top of that penalty, you now can't use that for four turns. It takes a whole second sentence to explain it, a sub-system.
Magic itself is already a subset...and by the "summoning of favor" is obviously a different sub-set of rules to the base rules of the game and even combat. Sure the recharge function operates the same, but the manner in which it is initiated is completely different. This means that combat, magic, and basic actions (like climbing) all operate under their own system. This means it's harder to learn the system as a whole because you have to deal with three, distinct system mechanics. Sure they use parts of each other, but they are far from streamlined.
So when streamlining, like should go with like. Since combat is no different than normal actions, then it should be resolved like normal actions and function exactly like actions. (After all, basic attack has no recharge rate. It is a basic action, so all these fancy actions are just fancier versions of basic actions, but should operate as basic actions or any other actions in the game). The Penalties or drawbacks to actions is already built in with the dice and should also be the only penalties they ever get, instead of the double penalty of the roll result and the recharge rate. Penalties, downsides, and card specialization is all there ever needed to be to get people to flex on their action cards, that and strong enough differences between them to make them all viable options to use, based on circumstance and combat situations, so the player can achieve their goals. After all, reacting to situation and circumstances is what tactics is all about, not recharge rates. Again, recharge rates are not about combat tactics at all, they are about recharge tactics, plain and simple.
Sure, I'm sure players will save their super smashy for the Orc Boss rather than his henchmen they can slaughter with moderate smashes, but is that really more tactical in terms of combat? Not really, it's just about recharge management. Now, if your moderate attack allowed you to hit more than one target, but Super-Smashy only hits one, but really kills it you have two options: I can hit multiple targets at lower damage or just smash one to death. Tactics. After all, once they start the fight with big boss orc, sure, they won't spam super-smash, but they will spam the order I outlined above.
Again, as I stated in my earlier post, this is why I favor the downside mechanics over the recharge and downside or even the bulk fatigue pool mechanic.
As a final thought, I'm not against action cards. I'm actually pro action card, but action card with recharges I am not (obviously). On this point, we can dress up the pig however we want and say its more tactical or whatever justification, but honestly, from where I'm sitting and based on what I've said above, their decision had nothing really to do with tactics or narrative choices, it is MMO emulation, clean and simple. You see, the pig is still just a pig.
And again, let me state the obvious: Role-playing can never compete with MMO'S. It will lose. So why offer someone a lame MMO when they could just be playing their favorite MMO. That's like trying to convince someone who drives a Jaguar to trade cars with someone who owns a Dodge Neon. Roleplaying (like a Neon) has its strengths and Roleplaying should play toward them instead of emulating something that is simply better at what it does than anything else. One aspect of roleplaying that beats MMO'S and always will is player's freedom and player choice.
Recharge rates strike at the core of both of those, you are restricting the player's freedom by recharge rate, thereby restricting their choices from turn to turn.