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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="hawkeyefan" data-source="post: 8076223" data-attributes="member: 6785785"><p>Of all the games I've played lately, I've found that the one that was the most satisfying and still had that "realistic" combat is deadly and risky vibe was one that was more narrative based. The key feature that makes it work so well is that it gives the players a resource that they can bring to bear to mitigate damage that is inflicted on their character. </p><p></p><p>This removes the attrition approach of HP, and gives the GM the ability to push hard with the consequences of combat because the players have the means to reduce the outcome. It also puts a lot of the decision making in the players' hands, which I think is good. The result is that there are far fewer rolls to make in a given fight when compared to D&D, but each roll is significantly more meaningful, and the players have lots of choices to make about how things go and how to use the resources at their disposal. </p><p></p><p>I think that approaching it from another angle like that.....where the player decides how to deal with a hit to their character....can lead to some interesting takes. Otherwise I think all you'll do is wind up with something that's very much the Armor Class and Hit Point system of D&D, except either more or less invovled than the D&D version.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8076223, member: 6785785"] Of all the games I've played lately, I've found that the one that was the most satisfying and still had that "realistic" combat is deadly and risky vibe was one that was more narrative based. The key feature that makes it work so well is that it gives the players a resource that they can bring to bear to mitigate damage that is inflicted on their character. This removes the attrition approach of HP, and gives the GM the ability to push hard with the consequences of combat because the players have the means to reduce the outcome. It also puts a lot of the decision making in the players' hands, which I think is good. The result is that there are far fewer rolls to make in a given fight when compared to D&D, but each roll is significantly more meaningful, and the players have lots of choices to make about how things go and how to use the resources at their disposal. I think that approaching it from another angle like that.....where the player decides how to deal with a hit to their character....can lead to some interesting takes. Otherwise I think all you'll do is wind up with something that's very much the Armor Class and Hit Point system of D&D, except either more or less invovled than the D&D version. [/QUOTE]
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