Jahydin
Hero
@Jacob Lewis
Excellent write up. I think you've addressed the same issues I've seen over the years. As a DM, I didn't really notice since combat is inherently more interesting. When I finally found another player willing to DM though, making the switch across the screen was hard for all the reasons you listed.
As a fun aside, the idea to do the quiet narrative bonus (since it's nothing I announce) during combat came from imaging a system where dice rolls weren't used at all during combat; only the weapon I was using, the armor of the opponent, how I was attacking, and how the opponent was defending was taken into the GM's consideration of what happens. Not entirely crazy - that's how my friends and I play-fought outside as kids. But being older, I know that doesn't make for a satisfying game, but I can't help but think the overall idea can't be used to add depth to existing systems.
I think this is also why I've been gravitating towards the OSR. I don't need pages and pages of detailed rules to make combat feel more fleshed out. My "squishy" computer is pretty good at coming up with a bonus on the fly depending on the circumstances, especially if it's just a small range like: -6, -3, -2, 0, +2, +3, +6.
Excellent write up. I think you've addressed the same issues I've seen over the years. As a DM, I didn't really notice since combat is inherently more interesting. When I finally found another player willing to DM though, making the switch across the screen was hard for all the reasons you listed.
Completely agree with this as well. I think destroying the need for structured turns and rewarding clever narrative solutions the same way one would reward clever tactical play goes a long way to address this without changing anything foundational about the system. I'm sensing there might be some disagreement here though?Ultimately, keeping players engaged in combat is less about changing the system itself than about leveraging its flexibility to support collaborative storytelling. When players feel their choices matter, when actions carry narrative weight, and when everyone has a chance to influence the outcome in real time, combat ceases to be a pause in the story and becomes an integral, exciting part of it.
As a fun aside, the idea to do the quiet narrative bonus (since it's nothing I announce) during combat came from imaging a system where dice rolls weren't used at all during combat; only the weapon I was using, the armor of the opponent, how I was attacking, and how the opponent was defending was taken into the GM's consideration of what happens. Not entirely crazy - that's how my friends and I play-fought outside as kids. But being older, I know that doesn't make for a satisfying game, but I can't help but think the overall idea can't be used to add depth to existing systems.
I think this is also why I've been gravitating towards the OSR. I don't need pages and pages of detailed rules to make combat feel more fleshed out. My "squishy" computer is pretty good at coming up with a bonus on the fly depending on the circumstances, especially if it's just a small range like: -6, -3, -2, 0, +2, +3, +6.