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General Tabletop Discussion
*Dungeons & Dragons
Combat Against Player Engagement: A Systemic Challenge
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<blockquote data-quote="zakael19" data-source="post: 9777261" data-attributes="member: 7044099"><p>This ties back into the questions about balance and system assumptions though. In a game like Dungeon World, I may very well say exactly that after the fighter rolls a 6- on their clash and gets put in a spot and hurt by the orc; now it's pivot to the Rogue and "offer an opportunity." </p><p></p><p>But that game is designed around the world reacting to player actions and declared intents, because everything you do either has a chance of not working out or you've manipulated the fictional environment such that you have a free opportunity to score a strike. </p><p></p><p>Daggerheart meters this conversation in a slightly different degree, to the point where such invitations to a player are recommended (along with contextual off-spotlight triggers). But the system is designed around that including its (biased towards the players when spending a standard budget) combat system and the roll-based spotlight switching. </p><p></p><p>I'm not sure how you bring these things in to D&D without either significantly house-ruling it, or affecting the already flimsy CR assessments - unless you wanted to house rule off the Attack of Opportunity / Reaction mechanic. I think there's a reason why newer games extending a specific aspect of the D&D play-space are tackling this issue with bespoke mechanics (DH's spotlights, Draw Steel!'s constrained version of 4e's triggered actions / off-turn Resource triggers).</p></blockquote><p></p>
[QUOTE="zakael19, post: 9777261, member: 7044099"] This ties back into the questions about balance and system assumptions though. In a game like Dungeon World, I may very well say exactly that after the fighter rolls a 6- on their clash and gets put in a spot and hurt by the orc; now it's pivot to the Rogue and "offer an opportunity." But that game is designed around the world reacting to player actions and declared intents, because everything you do either has a chance of not working out or you've manipulated the fictional environment such that you have a free opportunity to score a strike. Daggerheart meters this conversation in a slightly different degree, to the point where such invitations to a player are recommended (along with contextual off-spotlight triggers). But the system is designed around that including its (biased towards the players when spending a standard budget) combat system and the roll-based spotlight switching. I'm not sure how you bring these things in to D&D without either significantly house-ruling it, or affecting the already flimsy CR assessments - unless you wanted to house rule off the Attack of Opportunity / Reaction mechanic. I think there's a reason why newer games extending a specific aspect of the D&D play-space are tackling this issue with bespoke mechanics (DH's spotlights, Draw Steel!'s constrained version of 4e's triggered actions / off-turn Resource triggers). [/QUOTE]
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