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General Tabletop Discussion
*Dungeons & Dragons
Combat Against Player Engagement: A Systemic Challenge
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<blockquote data-quote="Jahydin" data-source="post: 9777460" data-attributes="member: 6984869"><p>[USER=6667921]@Jacob Lewis[/USER] </p><p>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 <strong>hard</strong> for all the reasons you listed.</p><p></p><p></p><p>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?</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9777460, member: 6984869"] [USER=6667921]@Jacob Lewis[/USER] 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 [B]hard[/B] 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? 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. [/QUOTE]
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