Pretty much. Also with a new page, we can hopefully get back on track.echoVanguard wrote:The OP makes an interesting list of behaviors which indicate lack of depth, but the 'knot-cutting' post sends rest of the thread into a spiral of "you're doing it wrong" back and forth. What was the intended thing to scrutinize here?
If I understand Frank's argument correctly, what he's saying is that any situation in which the optimal behavior can be determined in advance is a situation lacking in tactical depth. However, that could be said of nearly any tactical situation, provided you already have all the pertinent information. If you don't know whether or not your foe has a Teleport Redirection effect which dumps you directly into an antimagic field on the Negative Energy Plane, the question of what tactic to pursue against that foe becomes pretty meaningful.
To put it another way - if your players don't know whether or not attacking a foe with a ranged or melee weapon is preferable, they'll have to experiment to find out which is best in that particular situation, which lends a great deal of tactical depth to the situation. Suddenly, it's not necessarily best to have the highest initiative, because you might be the one who finds out that the monster disintegrates anything within 5 feet as an immediate action - but if you DO have the appropriate strategy, winning initiative has a clear-cut value above and beyond the others.
echo
A "deep" tactical situation is pretty darn similar to a "confusing" or "mysterious" tactical situation. A tactical situation is deep, if the player's contribution of decisions matters. And it matters because of two criteria:
- The other players don't necessarily know what choices the player will make.
and - The choice the player makes actually impacts the course of events.
There is also an effective loss of choice that comes from too much mystery. If the players don't know what range of effects an action might have, the choices they make are pretty much meaningless - the only response the players care about is whatever crack ass tirade the MC goes off on in response. In short, questions like "The tunnel branches, do you go left or right?" are not meaningful choices in any sense of the term until the players get more information.
-Username17