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General Tabletop Discussion
*Dungeons & Dragons
Combat Against Player Engagement: A Systemic Challenge
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<blockquote data-quote="overgeeked" data-source="post: 9777259" data-attributes="member: 86653"><p>A very large part of it for me is even simpler that all that. It just takes too long to resolve most elements of the game mechanics. Multiply that by however many players plus the referee running monsters and you quickly find yourself sitting there, bored and waiting 20-30 minutes between turns. </p><p></p><p>This is a major reason I vastly prefer rules light or ultralight systems. The handling time is dramatically reduced compared to heavier games like D&D 5E. Or going with something like conflict resolution instead of task resolution. Or going with something like a skill challenge or a clock/countdown in combat instead of the bloated and boring RAW. </p><p></p><p>This is what people mean when they say "the rules should get out of the way." In D&D 5E, the rules...especially the combat rules...are a massive barrier to actually engaging with the story, the flow, the fiction, etc. To resolve this you need to bring the handling time of the game down as close to real time as possible <em>without sacrificing immersion in the story</em>. Which is why "If 24 hits, I deal 14 damage" is equally mind-numbingly boring. You're sacrificing the story, the fiction, the immersion, etc for speed of game play. </p><p></p><p>Lots of game have managed both speed of play and focusing on the story, fiction, immersion, etc. None of them have the hyper-detailed combat rules of D&D-likes.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9777259, member: 86653"] A very large part of it for me is even simpler that all that. It just takes too long to resolve most elements of the game mechanics. Multiply that by however many players plus the referee running monsters and you quickly find yourself sitting there, bored and waiting 20-30 minutes between turns. This is a major reason I vastly prefer rules light or ultralight systems. The handling time is dramatically reduced compared to heavier games like D&D 5E. Or going with something like conflict resolution instead of task resolution. Or going with something like a skill challenge or a clock/countdown in combat instead of the bloated and boring RAW. This is what people mean when they say "the rules should get out of the way." In D&D 5E, the rules...especially the combat rules...are a massive barrier to actually engaging with the story, the flow, the fiction, etc. To resolve this you need to bring the handling time of the game down as close to real time as possible [I]without sacrificing immersion in the story[/I]. Which is why "If 24 hits, I deal 14 damage" is equally mind-numbingly boring. You're sacrificing the story, the fiction, the immersion, etc for speed of game play. Lots of game have managed both speed of play and focusing on the story, fiction, immersion, etc. None of them have the hyper-detailed combat rules of D&D-likes. [/QUOTE]
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Combat Against Player Engagement: A Systemic Challenge
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