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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Li Shenron" data-source="post: 8080732" data-attributes="member: 1465"><p>I agree on mostly every other point but not on this one. </p><p></p><p>It's true that with not enough realism, there is no believability. But with too much realism, there is no game. Because someone who fights more that a few battles with swords and axes dies, or ends up maimed for life.</p><p></p><p>The required level of believability is already reached in many ways in a typical RPG game, thanks to many rules, for example ability scores (whatever the set) to represent different attitudes/abilities at the base of solving tasks. Something as apparently innocuous or subtle as a martial maneuver being usable exactly per-encounter instead of being tied to resting between encounters has a much stronger effect in destroying believability than HP.</p><p></p><p>People do not play RPG games because they want to replicate the experience of a RL character in a real-world war, they play to replicate the story of characters from movies, comics, books or computer games, characters who potentially and very unrealistically face hundreds of battles before dying, and sometimes also after. </p><p></p><p>Attrition based combat gives the players <em>more time</em>.</p><p></p><ul> <li data-xf-list-type="ul">time to change your tactic if it doesn't work</li> <li data-xf-list-type="ul">time to try more weapons/tricks/abilities, just for fun</li> <li data-xf-list-type="ul">time to make a mistake (a fundamental right when playing a non-competitive game!)</li> <li data-xf-list-type="ul">time to run out of your best weapons and having to resort to secondary means</li> <li data-xf-list-type="ul">time to realise you shouldn't have started this battle in the first place, and you can still run for your life</li> </ul><p></p><p>With a "realistic" weapon hit system, one hit means you're very likely out (unless it's boxing with gloves). How are you even going to figure out you are winning or losing? </p><p></p><p>If anything, 5e might have even a bit too fast attrition for having really enough time for all those things, but 4e has proven that if attrition is made too slow AND the battle is actually going well then players tend to just drag on until winning on points.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8080732, member: 1465"] I agree on mostly every other point but not on this one. It's true that with not enough realism, there is no believability. But with too much realism, there is no game. Because someone who fights more that a few battles with swords and axes dies, or ends up maimed for life. The required level of believability is already reached in many ways in a typical RPG game, thanks to many rules, for example ability scores (whatever the set) to represent different attitudes/abilities at the base of solving tasks. Something as apparently innocuous or subtle as a martial maneuver being usable exactly per-encounter instead of being tied to resting between encounters has a much stronger effect in destroying believability than HP. People do not play RPG games because they want to replicate the experience of a RL character in a real-world war, they play to replicate the story of characters from movies, comics, books or computer games, characters who potentially and very unrealistically face hundreds of battles before dying, and sometimes also after. Attrition based combat gives the players [I]more time[/I]. [LIST] [*]time to change your tactic if it doesn't work [*]time to try more weapons/tricks/abilities, just for fun [*]time to make a mistake (a fundamental right when playing a non-competitive game!) [*]time to run out of your best weapons and having to resort to secondary means [*]time to realise you shouldn't have started this battle in the first place, and you can still run for your life [/LIST] With a "realistic" weapon hit system, one hit means you're very likely out (unless it's boxing with gloves). How are you even going to figure out you are winning or losing? If anything, 5e might have even a bit too fast attrition for having really enough time for all those things, but 4e has proven that if attrition is made too slow AND the battle is actually going well then players tend to just drag on until winning on points. [/QUOTE]
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