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Anonymous /tg/95868649#95868984
6/14/2025, 12:19:32 PM
>>95868950
>it's tough to design a game like that that still allows for any kind of tactical options.
Maybe. But only if you consider the only tactical options to be the ones set in stone on your character sheet.
Gear, positioning, where you decide to fight your enemies, negotiations, deception, hell even the weapons you use, are all tactical decisions and they're all things flexible enough that you can change them from encounter to encounter rather than having a rut your character falls into because your build is only good at one thing.
Which of these has more tactical options at the end of the day:
>Ranger 3/Arcane Archer 7 who has dipped the Fireball spell so he can launch fireball arrows every turn
>Rando 10 who has a backpack with rope, oil, marbles, a small library of elvish pornographic scrolls (with one Medusa doing a strip tease mixed in), a magic rapier that puts the weak of mind into a trance when he flynns with it (at the cost of not being able to actually do any damage), an adamantium warpick and 3d6 dragon dildos of various sizes. Has a dex score high enough to jump onto a table from standing and the disguise proficiency.
You and I both know damn well what the Ranger is going to do on his first turn in every encounter for the rest of the campaign, he's going to pull an arrow, pick the largest cluster of enemies and let loose.
He's as specialized as a Darwin Finch.
I bet you dollars to doughnuts that the Rando isn't going to start any two fights in a row the same way.