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General Tabletop Discussion
*TTRPGs General
A Thought on Repetitive Combat
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<blockquote data-quote="Arrgh! Mark!" data-source="post: 2351723" data-attributes="member: 14559"><p>To avoid repetitive combat -</p><p></p><p>1. Make it short, fast, and brutal. Give six seconds to declare, but as long as they like to describe. Allow standoffs. Don't allow long battles. Most fighting is quick and brutal; after a few passes, there's some recovery (Or Witty Repartee) time.</p><p></p><p>2. Description. Avoid "Your sword does X damage." At all costs. Regardless of setting, make it evocative, but not flowery. We don't need glorified entrails - we need the strike of blade on blade. </p><p></p><p>3. Avoid most Anime conventions. This is a different genre, and Anime 'damage' is a bit all over the place. If you must have the yellow fever, try watching Seven Samurai or Yojimbo. </p><p></p><p>Try reading some Robert e. Howard's Conan stuff. Or watch the movie. </p><p></p><p>Anime sucks with combat. It's essentially repetitive, for the good reasons mentioned previously. Now, there are good ones - Cowboy Bebop for instance. Why does the combat not suck? Its not repetitive in nature. And its fast. And while it happens almost every episode, it has a reason. But avoid modelling your game like bad anime. The game is based on descriptive writing, which is based in realistic combat. And most anime is far from realistic. </p><p></p><p>Oh, don't forget terrain. </p><p></p><p>4) Combat must have a vital reason, because it should be DEADLY. While PC's are combat heavy types, combat kills. Don't make monsters/NPC's/whatever easy. Make it extremely hard, but doable. (This doesn't just mean use powerful bad guys. It means using smarts.)</p><p></p><p></p><p>So. Make your combat deadly, fast, and with evocative description. Thats how I make my combats interesting. </p><p></p><p></p><p>And stay away from the bad anime.</p></blockquote><p></p>
[QUOTE="Arrgh! Mark!, post: 2351723, member: 14559"] To avoid repetitive combat - 1. Make it short, fast, and brutal. Give six seconds to declare, but as long as they like to describe. Allow standoffs. Don't allow long battles. Most fighting is quick and brutal; after a few passes, there's some recovery (Or Witty Repartee) time. 2. Description. Avoid "Your sword does X damage." At all costs. Regardless of setting, make it evocative, but not flowery. We don't need glorified entrails - we need the strike of blade on blade. 3. Avoid most Anime conventions. This is a different genre, and Anime 'damage' is a bit all over the place. If you must have the yellow fever, try watching Seven Samurai or Yojimbo. Try reading some Robert e. Howard's Conan stuff. Or watch the movie. Anime sucks with combat. It's essentially repetitive, for the good reasons mentioned previously. Now, there are good ones - Cowboy Bebop for instance. Why does the combat not suck? Its not repetitive in nature. And its fast. And while it happens almost every episode, it has a reason. But avoid modelling your game like bad anime. The game is based on descriptive writing, which is based in realistic combat. And most anime is far from realistic. Oh, don't forget terrain. 4) Combat must have a vital reason, because it should be DEADLY. While PC's are combat heavy types, combat kills. Don't make monsters/NPC's/whatever easy. Make it extremely hard, but doable. (This doesn't just mean use powerful bad guys. It means using smarts.) So. Make your combat deadly, fast, and with evocative description. Thats how I make my combats interesting. And stay away from the bad anime. [/QUOTE]
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