I am going to have to figure out some basic gimp or paint.net. Tool updates need to happen. They're going to take a while though, because of time constraints.
That said there are other aspects to consider.
2.) Player Issues
B.) Sense of ability to intelligently impact game
Adaptation is smart. Most games are stupid, because they don't.
Even your simple classic dungeon crawl is kinda nuts if you think about it. Assuming biological, unified command structure, the dungeon inhabitants can communicate with each other and plan for problems (you). Instead of that, each room seems to be thought of as a separate encounter and it doesn't really matter how you handle it: brute force, or, stealth, or smarts. This is stupid and in a "realistic" setting taking on a nest of 100 to 200 goblins (or anything) should be a MAJOR undertaking. Simply kicking in the door when you're outnumbered 50 to 1 or more... No thank you. At the very least, they should take some countermeasures against you and have expected to do so beforehand (otherwise how did they survive this long.
Basic organization would include warning systems (alarms, sentinels, guard rotations, warning bells), and responses ( using cover and concealment to prepare, setting ambushes, massive guard backup, letting elite troops, cavalry, or guard animals loose, arming of traps, having important people and items retreat to safety, etc). This is the difference between kicking in the door and using your stealth brain a bit. Presumably, the people or things you are raiding have thought about and experienced attacks before, and you aren't the first or the last thing to try and take them out. Act like it, and it's way more immersive.
Countermeasures to basic enemy organization include scouting (literal scouts, spies/infiltrators, intercepted enemy plans, marked locations with paint or symbols etc), ambushes, deliberately spreading misinformation, sabotage, intercepting supplies, sieges, diversionary tactics, flanking, etc. If possible you also wanna train followers to use additional numbers and attack from different sides or use coordinated attacks on different locations.
More advanced enemies might use counter planning against you. They may also adapt to your tactics. Something as simple as noticing that a lot of your kills involve head shots could lead to an enemy army issuing helmets to everybody. Maybe they start an elite squad to take you out and counter the threat you pose to them, or put a price on your head. They may try to lure you into a compromising situation, or otherwise deploy countermeasures against you.... They may start using formation fighting against you with a shield wall. If you just try to use one large weapon and no shield, then they may send in more archers, because they know you can't block the arrows as well without a shield.
Really, think about how you would set up a base if you were an "enemy." You'd have guards,, and alarms, and stuff if given the option right? If you could set up the situation beforehand, you'd set up some kind of plan to deal with intruders that you KNEW would be coming right? Also you should expect supply raids against your stockpiles and production of things. Taking out a skilled enemy blacksmith might mean they can't issue or repair armor, etc.
All of this adds up to something better than gaining a "+1" in some skill, if you ask me. Even if you are playing a brute force fighter, some situational smarts is going to come in handy, and just "I whack them with a weapon," just gets old doesn't it?
On that note, command lets you expand your player options in game without being individually done by your character. Assuming you can find people with relevant skills/abilities, convince and equip them to do something, maybe you should consider it. Having items crafted by somebody else isn't a bad thing, and neither is having scouting or fighting services provided by others. Same deal with buildings and just about anything you can imagine. Also, having people on your side is a great thing, because then they aren't against you and may provide you with things (information, goods, services, whatever). Even if you don't have specific groups or factions on your side, it's often nice to have "the people" or "the public" rooting for you (a pitch fork mob isn't a nice thing to go against). You might even perhaps end up with a position of influence or power within such a group. Example of how this comes together:
Note: This is just a simplified example.Objective:
Rid area of goblinsInfested areas:
Forest, underground, and ruinsEndangered areas:
Town, monastery, outlying farm fields, and river trade. Personal Assets:
Base of Operations (outside of area, transit an issue)
2 Platoons of support troopsAllies:
Dwarves, provides armor and weapons for support troops and self
Local farmers, supplies food
Monastery, supplies intelligence, knowledge and very very basic scouting
Woodsmen: Supplies archery services and detailed scouting
You can probably imagine how this and other aspects could work together to create a nice tactical gameplay experience perhaps complete with maps to use terrain to your advantage. Defend the village and its resource production from goblin raids, along with all your other assets. Create ambushes to whittle down enemy numbers using scouting information. Kill goblin hunters to lessen their food supplies. Use your support troops to create a diversion while you assassinate key goblin personnel or carry out covert ops. Simultaneously take out the guard towers, sabotage the warning bells, etc. After that, figure out where these goblins came from, etc.
From there, you've got new allies and people on your side to reward you after you've cleared the place out. New alliances, reward items, etc. This kind of flexibility isn't possible in many games on computer and is one of the pros to non computer games.
Keep in mind, that enemies might not adapt or react to things the way you want them to and in fact will often move to frustrate the heck out of you. Take a look at Hercules. They screwed him over by driving him insane and making it so he killed his wife and kids.... Ruined his reputation for a bit at best and drove him a lil nuts with grief. How many comic book heroes have had bad PR campaigns waged against them by their enemies? Same deal. Frankly some players deserve it.
And remember, with great power, comes things who are not happy you used that power to beat the crap out of them.