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<blockquote data-quote="Thanee" data-source="post: 1474250" data-attributes="member: 478"><p>I think it's actually quite difficult to envision the dangers of combat in a roleplaying game.</p><p></p><p>When I watched the movie "Lake Placid" (some b-movie about a giant crocodile), I got reminded of what is missing in RPG combat.</p><p></p><p>At the end of the movie, they are fighting the huge (HUGE) crocodile. The fight was mostly retreating from the beast and every now and then getting careful swings/shots/whatever in.</p><p></p><p>In D&D, you stand next to your opponent and exchange blows until one falls down.</p><p></p><p>In reality one would be constantly moving around when fighting some nasty critter, especially some BIG nasty critter.</p><p></p><p>Also the power behind the blows of such huge creatures is not even remotely reflected in the rules. Like Sauron in the Lord of the Rings movie, or the cave troll... one swing and you see bodies flying through the air.</p><p></p><p>All this is very hard to envision. The D&D combat is tactical and while it's working pretty good, it fails to address such points very well.</p><p></p><p>Also, there is no fear as - obviously - the players are not in danger at any time. Sure, sometimes you "fear" for your beloved character, but that's not the same as the real thing. This is also really hard to get across.</p><p></p><p>Pictures and good descriptions help a little, but I suppose it isn't really possible to get that deeply into character, that you actually feel the situation and control your character on that foundation. There is (and should be) still some distance between the player and the character. And that distance is the "problem" here.</p><p></p><p>Bye</p><p>Thanee</p></blockquote><p></p>
[QUOTE="Thanee, post: 1474250, member: 478"] I think it's actually quite difficult to envision the dangers of combat in a roleplaying game. When I watched the movie "Lake Placid" (some b-movie about a giant crocodile), I got reminded of what is missing in RPG combat. At the end of the movie, they are fighting the huge (HUGE) crocodile. The fight was mostly retreating from the beast and every now and then getting careful swings/shots/whatever in. In D&D, you stand next to your opponent and exchange blows until one falls down. In reality one would be constantly moving around when fighting some nasty critter, especially some BIG nasty critter. Also the power behind the blows of such huge creatures is not even remotely reflected in the rules. Like Sauron in the Lord of the Rings movie, or the cave troll... one swing and you see bodies flying through the air. All this is very hard to envision. The D&D combat is tactical and while it's working pretty good, it fails to address such points very well. Also, there is no fear as - obviously - the players are not in danger at any time. Sure, sometimes you "fear" for your beloved character, but that's not the same as the real thing. This is also really hard to get across. Pictures and good descriptions help a little, but I suppose it isn't really possible to get that deeply into character, that you actually feel the situation and control your character on that foundation. There is (and should be) still some distance between the player and the character. And that distance is the "problem" here. Bye Thanee [/QUOTE]
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