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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="GMMichael" data-source="post: 8077632" data-attributes="member: 6685730"><p>Narrative fatigue makes sense, but I think it can have a meta-quality to it: you might start to actually feel what your character feels. Something that gets overlooked in a lot of games: fighting takes energy. Anyway, if you start getting narrative fatigue, you could fall back on just "I hit, I miss," or start referencing your character picture and the ones-digit on your attack/defense die (numbering the locations clockwise).</p><p></p><p>It makes sense for the system to say "this is where you hit," if the system is already saying whether you hit or miss. But I feel a player-agency issue there; just like I don't want my GM telling me what my character does, I'm not sure I want the rules doing it, either.</p><p></p><p>Oh, with the sword: I'm guessing a Celtic longsword is a big hunk of metal, with fair amounts of sharpening in places. That's not something I'd want anywhere near my head, whether or not it's in motion, and whether or not I'm wearing a helm. Even if the above character had enough head-health to survive the hit, it would seem like the definition of getting your bell rung.</p><p></p><p></p><p>This. Being afraid of the Death Tree is like saying, "I don't trust my teammates" or "I don't have teammates." The former is bad. The latter can be unavoidable, but that's why the Tree has branches. Anyway, being the Party Cleric takes on new meaning when you're playing a game with Death Trees.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8077632, member: 6685730"] Narrative fatigue makes sense, but I think it can have a meta-quality to it: you might start to actually feel what your character feels. Something that gets overlooked in a lot of games: fighting takes energy. Anyway, if you start getting narrative fatigue, you could fall back on just "I hit, I miss," or start referencing your character picture and the ones-digit on your attack/defense die (numbering the locations clockwise). It makes sense for the system to say "this is where you hit," if the system is already saying whether you hit or miss. But I feel a player-agency issue there; just like I don't want my GM telling me what my character does, I'm not sure I want the rules doing it, either. Oh, with the sword: I'm guessing a Celtic longsword is a big hunk of metal, with fair amounts of sharpening in places. That's not something I'd want anywhere near my head, whether or not it's in motion, and whether or not I'm wearing a helm. Even if the above character had enough head-health to survive the hit, it would seem like the definition of getting your bell rung. This. Being afraid of the Death Tree is like saying, "I don't trust my teammates" or "I don't have teammates." The former is bad. The latter can be unavoidable, but that's why the Tree has branches. Anyway, being the Party Cleric takes on new meaning when you're playing a game with Death Trees. [/QUOTE]
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