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*Pathfinder & Starfinder
Combat vs. Role-playing
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<blockquote data-quote="Clavis" data-source="post: 3949863" data-attributes="member: 31898"><p>My games tend to split about 50-50, roleplaying and combat/adventure. I don't think there's anything mutually contradictory about good roleplaying and exciting combat. In fact, IMHO combat is more exciting when it is a roleplaying experience, rather than just a tactical exercise.</p><p></p><p>Some rules changes I suggest that would encourage roleplaying:</p><p></p><p>Simplify the combat system so that it doesn't require miniatures. Eliminate AoO's first. The battlemat draws attention towards the center of the table, and away from the faces of the other players. In that way, it encourages players to disconnect from each other, and only think in a tactical manner. Without the subtle cues provided by body language and facial expression, communication suffers. That's one of the reasons why internet communications so often leads to angry misunderstandings: we can't hear the tone of each other's voices and see the expressions on each other's faces.</p><p></p><p>Instead of having numerous tactical feats, award bonuses for players colorfully describing their attacks. So, if a player says "I attack with my sword", they roll as normal. If they say "I swing at the creatures neck with my sword, trying to sever it's head", they get a +1 bonus. Only award a bonus for a single described attack once a combat, so the players will not just say the same thing over and over again. With spell-casters, award attack and damage bonuses if they describe what the spell looks like, and if they act out the casting.</p><p></p><p>Rather than making experience points an award for meeting certain goals, or defeating monsters, just award a flat amount per session. This allows players and DMs to explore roleplaying without the players worrying about whether their PCs will suffer because they haven't jumped through the DM's hoops, or haven't killed enough. In my experience players wlill more willingly play out an entire session of roleplaying when they know their characters will continue to get more powerful. </p><p></p><p>I often have large stretches in my games that focus on just one or two of the PCs. In cases like that, the other players take the roles of brothel patrons and whores, kobold raiders, dinner party guests, or whatever else is required. The players get a real kick out of it, and because their PCs are getting XP anyway, the players don't worry about their characters not advancing.</p><p></p><p>IMHO giving out "story awards" makes roleplaying into work, and the players will worry about whether they've pleased the DM, rather than just enjoying the a game.</p></blockquote><p></p>
[QUOTE="Clavis, post: 3949863, member: 31898"] My games tend to split about 50-50, roleplaying and combat/adventure. I don't think there's anything mutually contradictory about good roleplaying and exciting combat. In fact, IMHO combat is more exciting when it is a roleplaying experience, rather than just a tactical exercise. Some rules changes I suggest that would encourage roleplaying: Simplify the combat system so that it doesn't require miniatures. Eliminate AoO's first. The battlemat draws attention towards the center of the table, and away from the faces of the other players. In that way, it encourages players to disconnect from each other, and only think in a tactical manner. Without the subtle cues provided by body language and facial expression, communication suffers. That's one of the reasons why internet communications so often leads to angry misunderstandings: we can't hear the tone of each other's voices and see the expressions on each other's faces. Instead of having numerous tactical feats, award bonuses for players colorfully describing their attacks. So, if a player says "I attack with my sword", they roll as normal. If they say "I swing at the creatures neck with my sword, trying to sever it's head", they get a +1 bonus. Only award a bonus for a single described attack once a combat, so the players will not just say the same thing over and over again. With spell-casters, award attack and damage bonuses if they describe what the spell looks like, and if they act out the casting. Rather than making experience points an award for meeting certain goals, or defeating monsters, just award a flat amount per session. This allows players and DMs to explore roleplaying without the players worrying about whether their PCs will suffer because they haven't jumped through the DM's hoops, or haven't killed enough. In my experience players wlill more willingly play out an entire session of roleplaying when they know their characters will continue to get more powerful. I often have large stretches in my games that focus on just one or two of the PCs. In cases like that, the other players take the roles of brothel patrons and whores, kobold raiders, dinner party guests, or whatever else is required. The players get a real kick out of it, and because their PCs are getting XP anyway, the players don't worry about their characters not advancing. IMHO giving out "story awards" makes roleplaying into work, and the players will worry about whether they've pleased the DM, rather than just enjoying the a game. [/QUOTE]
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