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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="hawkeyefan" data-source="post: 8076299" data-attributes="member: 6785785"><p>I don't know if the Hit Points is a red herring.....my point is more to be cautious because I think using them does tend to wind up with something akin to D&D. Which may or may not be fine, depending on the desired outcome. And yes, there is the possibility that one system that uses HP can be different from another.....I just think the chances are slim, and also that the general pacing will be very similar; the drama of hit points is the attrition.</p><p></p><p>I can't currently think of any games off the top of my head that use HP that don't largely play the way D&D does. I'm sure there are or could be some, but I can't think of any. Do you have any examples?</p><p></p><p>As for the narrative system, I think that letting the action determine the stakes and the result is very much in line with the approach I'm talking about. Generally speaking, you telegraph the trouble ahead of time. You make it clear, or at least give a good idea of, what the stakes are. Certainly something like "the dragon gnashes his sword-like teeth at you, and you know you likely only have one shot" sets up a far more dangerous and potentially harmful situation than "the street urchin, weak from hunger and illness, holds a rusty dagger in a shaking hand". I think this approach aligns with your description of "emerging as you go, supported by the system."</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8076299, member: 6785785"] I don't know if the Hit Points is a red herring.....my point is more to be cautious because I think using them does tend to wind up with something akin to D&D. Which may or may not be fine, depending on the desired outcome. And yes, there is the possibility that one system that uses HP can be different from another.....I just think the chances are slim, and also that the general pacing will be very similar; the drama of hit points is the attrition. I can't currently think of any games off the top of my head that use HP that don't largely play the way D&D does. I'm sure there are or could be some, but I can't think of any. Do you have any examples? As for the narrative system, I think that letting the action determine the stakes and the result is very much in line with the approach I'm talking about. Generally speaking, you telegraph the trouble ahead of time. You make it clear, or at least give a good idea of, what the stakes are. Certainly something like "the dragon gnashes his sword-like teeth at you, and you know you likely only have one shot" sets up a far more dangerous and potentially harmful situation than "the street urchin, weak from hunger and illness, holds a rusty dagger in a shaking hand". I think this approach aligns with your description of "emerging as you go, supported by the system." [/QUOTE]
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