Firechanter
2015-03-20, 12:00 PM
My DM brought this up when we discussed the upcoming campaign, desired OP level and those things. He didn't talk about "low" or "high" op but brought in a different dimension: strategic vs tactical play, but he didn't mean it in the traditional(?) sense of strategic as character planning between sessions, but as the result of different op levels in actual encounters.
Tactical: what you get out of rather low-op characters. You make your moves, roll your dice, maybe activate some abilities here and there, and see what happens. You do your turns, enemy does theirs and you react to their moves. Damage is rolled, hit points are deducted, rinse and repeat.
Strategic: a result of optimized play. It's basically the same as above, except for the "see what happens" bit, because you already know. The question is not how many attacks the Boss survives -- you already know the answer is "none". The question is just what you have to do to get off your encounter-ending attack (which may be the +400HP damage of a Charger, or a Save-or-Suck with impossibly high DC of a Caster, whatever gets the job done).
Now the way I see it, both approaches have their benefits and drawbacks. The main drawback of pure "tactical" play is that encounters may devolve into just rolling down each other's HP until one side keels over. Personally I find this terribly boring in the long run.
The drawback of "strategic" play, on the other hand, is that a well thought-out strategy will trivialize most encounters, because the DM can't threaten the PCs anymore with regular opponents. And if the DM starts optimizing the opponents to stand a chance against player strategy and be a threat again, the game quickly devolves into Rocket Tag -- which may be exciting at first but will soon become frustrating, because extreme results _always_ stack up against the players in the long run.
Personally, while I see the point he's making, I'm not entirely happy with his nomenclature -- for me, strategic and tactical mean different things. Maybe someone here has a better suggestion.
Any other thoughts on the matter? Discuss!
Tactical: what you get out of rather low-op characters. You make your moves, roll your dice, maybe activate some abilities here and there, and see what happens. You do your turns, enemy does theirs and you react to their moves. Damage is rolled, hit points are deducted, rinse and repeat.
Strategic: a result of optimized play. It's basically the same as above, except for the "see what happens" bit, because you already know. The question is not how many attacks the Boss survives -- you already know the answer is "none". The question is just what you have to do to get off your encounter-ending attack (which may be the +400HP damage of a Charger, or a Save-or-Suck with impossibly high DC of a Caster, whatever gets the job done).
Now the way I see it, both approaches have their benefits and drawbacks. The main drawback of pure "tactical" play is that encounters may devolve into just rolling down each other's HP until one side keels over. Personally I find this terribly boring in the long run.
The drawback of "strategic" play, on the other hand, is that a well thought-out strategy will trivialize most encounters, because the DM can't threaten the PCs anymore with regular opponents. And if the DM starts optimizing the opponents to stand a chance against player strategy and be a threat again, the game quickly devolves into Rocket Tag -- which may be exciting at first but will soon become frustrating, because extreme results _always_ stack up against the players in the long run.
Personally, while I see the point he's making, I'm not entirely happy with his nomenclature -- for me, strategic and tactical mean different things. Maybe someone here has a better suggestion.
Any other thoughts on the matter? Discuss!