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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Bilharzia" data-source="post: 8076238" data-attributes="member: 6970322"><p>The idea that anything with HP is the same as D&D is a bit of a red herring because of piles of hit points and escalating levels adding to it, not everything that uses HP has that problem.</p><p></p><p>I've found another issue with "narrative" systems which is 'narrative fatigue', not only can you describe what has just happened based on a result or a spend, you <em>have to</em> describe what's happened, every time it does. In contrast to that if you have a system which effectively is constructing the story of the moment to moment events because that story emerges out of player choices, the mechanics of the system, and some chance factor, you don't have to continually invent, it's emerging as you go, supported by the system.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8076238, member: 6970322"] The idea that anything with HP is the same as D&D is a bit of a red herring because of piles of hit points and escalating levels adding to it, not everything that uses HP has that problem. I've found another issue with "narrative" systems which is 'narrative fatigue', not only can you describe what has just happened based on a result or a spend, you [I]have to[/I] describe what's happened, every time it does. In contrast to that if you have a system which effectively is constructing the story of the moment to moment events because that story emerges out of player choices, the mechanics of the system, and some chance factor, you don't have to continually invent, it's emerging as you go, supported by the system. [/QUOTE]
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