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I have 0 dnd experience outside of AD&D decades ago, and this game isn’t very complex at all. Combat definitely isn’t. Strategic, yes, but not complex or overwhelming.
I don’t understand how someone can be overwhelmed by the combat of this game. You can move, and you can do a thing, and some people get a once-per-turn extra thing. It’s every strategy RPG game ever.
I think it’s varied based on classes. A Barbarian or a Rouge play very straightforward - hit things, then hit them again.
For classes like wizards, you suddenly have a ton of options in your disposal, and they all use the same resource (spell slots)
I think it’s easier when you have a lot of abilities that simply go into a cooldown (usually Short or Long cooldowns). That means using one doesn’t come at the expense of the other abilities that you have.
That directly leads to the D: OS system where stacking tons of abilities is the optimal play pattern, which I’m not a huge fan of. Like, if you have a character without Teleport on that game, you’re flat out playing wrong
There’s always a trade-off. I like that DnD is more flexible than when I last played, for wizards/clerics, but trying to solve these game design problems basically always adds complexity.
I have 0 dnd experience outside of AD&D decades ago, and this game isn’t very complex at all. Combat definitely isn’t. Strategic, yes, but not complex or overwhelming.
I don’t understand how someone can be overwhelmed by the combat of this game. You can move, and you can do a thing, and some people get a once-per-turn extra thing. It’s every strategy RPG game ever.
I think it’s varied based on classes. A Barbarian or a Rouge play very straightforward - hit things, then hit them again.
For classes like wizards, you suddenly have a ton of options in your disposal, and they all use the same resource (spell slots)
I think it’s easier when you have a lot of abilities that simply go into a cooldown (usually Short or Long cooldowns). That means using one doesn’t come at the expense of the other abilities that you have.
That directly leads to the D: OS system where stacking tons of abilities is the optimal play pattern, which I’m not a huge fan of. Like, if you have a character without Teleport on that game, you’re flat out playing wrong
There’s always a trade-off. I like that DnD is more flexible than when I last played, for wizards/clerics, but trying to solve these game design problems basically always adds complexity.
I agree. I was mostly trying to point out that playing mages is somewhat more complex than playing fighting classes that mostly just… fight.