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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="SavageCole" data-source="post: 8075718" data-attributes="member: 6750284"><p>This hasn’t been my experience with players coming from D&D & Pathfinder to Warhammer and Mythras. With very few exceptions, my d20 players quickly come to prefer Warhammer & Mythras fights. The biggest shocker for them is how deadly and QUICK combat can be. Instead of slogging through stockpiled hit points where you feel somewhat safe for the first half-dozen rounds, they’re desperate from the jump and fights rarely last more than a few rounds. Any fight can end in a single round— and many do. It’s not just death that they fear, but being maimed. Aside from the Mythras special effects mechanic, the other mechanics aren’t a pain to pick up — I find players are amused by hit locations and critical hit tables, feel energized and more involved by making defensive rolls, and appreciate how quickly and colorfully fights play out.</p><p></p><p>Of course, my players are capable of dividing by ten on the fly. They’re also willing to buy in to the concept of having characters who aren’t superheroes and that combat is chaotic, brutal, and dangerous. That to me is the biggest hurdle.</p></blockquote><p></p>
[QUOTE="SavageCole, post: 8075718, member: 6750284"] This hasn’t been my experience with players coming from D&D & Pathfinder to Warhammer and Mythras. With very few exceptions, my d20 players quickly come to prefer Warhammer & Mythras fights. The biggest shocker for them is how deadly and QUICK combat can be. Instead of slogging through stockpiled hit points where you feel somewhat safe for the first half-dozen rounds, they’re desperate from the jump and fights rarely last more than a few rounds. Any fight can end in a single round— and many do. It’s not just death that they fear, but being maimed. Aside from the Mythras special effects mechanic, the other mechanics aren’t a pain to pick up — I find players are amused by hit locations and critical hit tables, feel energized and more involved by making defensive rolls, and appreciate how quickly and colorfully fights play out. Of course, my players are capable of dividing by ten on the fly. They’re also willing to buy in to the concept of having characters who aren’t superheroes and that combat is chaotic, brutal, and dangerous. That to me is the biggest hurdle. [/QUOTE]
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