O fim do ataque total

Em sua página pessoal (com o link ali do lado também!) , Andy Collins falou um pouco sobre o artigo Dungeon Design do Mike Mearls, e declarou oficialmente o fim da ação “ataque total” (full attack) na nova edição:

You’re not being overly optimistic, and yes we’re showing off elements that are more easily comprehensible now, since y’all don’t have a full 4E context to measure more elaborate (or detailed) elements…yet. ;)

As for the “fight in the hallway” issue, if that’s the worst-case scenario it’s still way better than the “fight in the doorway” scenario I see all too often today.

In Mike’s example, yeah, we had that fight in a hallway–except for the rounds a couple of us spent in one of the rooms, and the round or two we spent in another room, as the battle raged back and forth.

In other multi-room complexes, you might not have a “hallway” at all (just doors connecting rooms), or the hallway itself might be a room (say, 20 feet across and 50 feet long).

The key isn’t just the location, it’s the fact that we’re designing the game to encourage, even mandate movement from one place to another. More powers that reward movement, more short-range teleportation/flight, more powers that involuntarily move enemies…these all get us away from the static fights that 3E encouraged.

Oh, that and the removal of the “full attack” action. :b

Andy Collins
RPG/Minis System Design & Development Manager
Wizards of the Coast R&D

 

O Star Wars Saga já tinha dado um grande passo na direção da ênfase em combates com mais movimentação ao transformar a ação “recuar” (withdraw) em uma ação de movimento ao invés de rodada completa. Com isso os personagens podem atacar e se afastar dos oponentes ou ainda se afastar e atirarem com armas de longa distância. Fico curioso para ver como lidarão com personagens que utilizem duas armas ou armas duplas, mas novamente uma boa noticia sobre a mecânica da nova edição!

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