Glyfair
Explorer
I think that Heroquest is probably the sort of game he wants. In combat the in-game tactics don't decide the fight. You use the game system to determine the result (in a not too complicated manner) and then narrate the result, typically based on your approach and the result. In fact, all contests in the game use the same system.Pardon me if I am misunderstanding, but you want to be able to decide to do any random thing in the middle of combat? If you don't have to put thought into your actions, but somehow things are expected to work out, then why bother having the mechanics of a fight? Would you, as the player, narrating the fight to the DM be the kind of thing you are looking for?
Fighting the bandit that attacks you is basically the same as trying to convince the shopkeep to take your offer for his merchandise. Now, your "fight with sword" skill will be more useful in the first, but the second is probably better for your "haggle like the devil" or "sly seductiveness" skills.
Both systems work, but there aren't a lot of players who really enjoy both styles of play the same amount.
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