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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Kobold Boots" data-source="post: 7465354" data-attributes="member: 92239"><p>Thanks for your consideration and no worries.</p><p></p><p>I'm familiar with all of those systems. Most that have detailed combat get bastardized by the table due to the default results not being the exact level of detail that satisfies those who aren't happy with D&D abstraction level.</p><p></p><p>For me, I've always seen fighting as the constant balance between fatigue, position and actual physical injury. The implements used to cause injury to an opponent always require effective positioning and cause fatigue to the attacker. Therefore there's a constant amount of "damage" being applied to both parties in a conflict and not all damage by the example above caused to a combatant is caused by his or her opponent. (as an example, if I put my foot down in the wrong place and I twist an ankle or have to exert on an awkward swing - I just messed myself up)</p><p></p><p>As a result to me, this is where D&D both succeeds and fails. The abstraction allows you to say that damage can come from anywhere, but also fails to adequately apply damage to both opponents beyond a simple hit and damage roll. Honestly most of these systems we're talking about fail to take into account proper fighting holistic beyond taking the western medical approach of treating a symptom (a critical obviously only happens on a hit.. so roll on a chart. a fumble is obviously only because you rolled badly on a hit, so roll on a chart.) so when you scale to include flavor, you make the combat process unwieldy.</p><p></p><p>I'm still plotting my own system that only requires two contested rolls to figure all of this out in combat, but the wall I'm running in to is that the more you layer into a scripted combat system with few variables, the less likely that folks are going to see a fast resolution to a round of combat. Still figuring out the sweet spot.</p></blockquote><p></p>
[QUOTE="Kobold Boots, post: 7465354, member: 92239"] Thanks for your consideration and no worries. I'm familiar with all of those systems. Most that have detailed combat get bastardized by the table due to the default results not being the exact level of detail that satisfies those who aren't happy with D&D abstraction level. For me, I've always seen fighting as the constant balance between fatigue, position and actual physical injury. The implements used to cause injury to an opponent always require effective positioning and cause fatigue to the attacker. Therefore there's a constant amount of "damage" being applied to both parties in a conflict and not all damage by the example above caused to a combatant is caused by his or her opponent. (as an example, if I put my foot down in the wrong place and I twist an ankle or have to exert on an awkward swing - I just messed myself up) As a result to me, this is where D&D both succeeds and fails. The abstraction allows you to say that damage can come from anywhere, but also fails to adequately apply damage to both opponents beyond a simple hit and damage roll. Honestly most of these systems we're talking about fail to take into account proper fighting holistic beyond taking the western medical approach of treating a symptom (a critical obviously only happens on a hit.. so roll on a chart. a fumble is obviously only because you rolled badly on a hit, so roll on a chart.) so when you scale to include flavor, you make the combat process unwieldy. I'm still plotting my own system that only requires two contested rolls to figure all of this out in combat, but the wall I'm running in to is that the more you layer into a scripted combat system with few variables, the less likely that folks are going to see a fast resolution to a round of combat. Still figuring out the sweet spot. [/QUOTE]
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