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General Tabletop Discussion
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5e combat system too simple / boring?
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<blockquote data-quote="Reinhart" data-source="post: 6780882" data-attributes="member: 13080"><p>Alright. Let's just be honest here: If you use 5e's combat system as written, it often is a simple rinse and repeat set of actions against monsters that are just bags of hitpoints. If you are specifically relying on the game mechanics to offer your players interesting tactical choices, look elsewhere. But then again, most RPG combat systems aren't the brilliant strategy games they pretend to be, and they're each built with different goals in mind.</p><p></p><p>That said, you defaulted to D&D for a reason. If you don't expect the system to create most of the interesting tactical choices for you, then you'll probably do alright with D&D 5e. It's not hard to fill in the gap, you just need to make sure that you're not just repeating the same scenarios but with different monster names. The GM skill I suggest that you practice is managing the stakes of each encounter. The game is more interesting if the players have more ways to fail than dying and more ways to measure success than how many corpses are on the ground. Once the consequences of combat become more varied than just death or XP, you'll have players a lot more interested in what is happening. Plus, managing stakes is a skill that carries over into running pretty much all RPG's.</p></blockquote><p></p>
[QUOTE="Reinhart, post: 6780882, member: 13080"] Alright. Let's just be honest here: If you use 5e's combat system as written, it often is a simple rinse and repeat set of actions against monsters that are just bags of hitpoints. If you are specifically relying on the game mechanics to offer your players interesting tactical choices, look elsewhere. But then again, most RPG combat systems aren't the brilliant strategy games they pretend to be, and they're each built with different goals in mind. That said, you defaulted to D&D for a reason. If you don't expect the system to create most of the interesting tactical choices for you, then you'll probably do alright with D&D 5e. It's not hard to fill in the gap, you just need to make sure that you're not just repeating the same scenarios but with different monster names. The GM skill I suggest that you practice is managing the stakes of each encounter. The game is more interesting if the players have more ways to fail than dying and more ways to measure success than how many corpses are on the ground. Once the consequences of combat become more varied than just death or XP, you'll have players a lot more interested in what is happening. Plus, managing stakes is a skill that carries over into running pretty much all RPG's. [/QUOTE]
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