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Vampire's new "three-round combat" rule
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<blockquote data-quote="Jonathan Tweet" data-source="post: 7591775" data-attributes="member: 74672"><p>In early D&D, there was a lot of fleeing from monsters. Also, if you're playing in a dungeon, there's no narrative reason for you to defeat any particular enemy, so it was OK not to win. As the game has become more forgiving and more structured (eg, with reasons for your fights), running away has lost its appeal, and now player characters are set up to win most battles. If an approach like the three-round battle allows characters to lose more fights, that seems like a good addition.</p><p></p><p>In the new Over the Edge, the GM is coached to set up conflicts where the PCs can lose and the story keeps going, which is an intentional shift from how D&D works these days.</p></blockquote><p></p>
[QUOTE="Jonathan Tweet, post: 7591775, member: 74672"] In early D&D, there was a lot of fleeing from monsters. Also, if you're playing in a dungeon, there's no narrative reason for you to defeat any particular enemy, so it was OK not to win. As the game has become more forgiving and more structured (eg, with reasons for your fights), running away has lost its appeal, and now player characters are set up to win most battles. If an approach like the three-round battle allows characters to lose more fights, that seems like a good addition. In the new Over the Edge, the GM is coached to set up conflicts where the PCs can lose and the story keeps going, which is an intentional shift from how D&D works these days. [/QUOTE]
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Vampire's new "three-round combat" rule
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