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D&D Combat is fictionless
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<blockquote data-quote="Lyxen" data-source="post: 8403517" data-attributes="member: 7032025"><p>I think it's highly dependent on the mindset of the players and the DM, and the circumstances of the fight as set-up. And it loops back to this thread and the level of fiction that you want compared to the level of gamism. I agree that if you play from a gamist perspective, readying actions, between the fact that they are technically less powerful (in particular no multi-attack) and as you point out the chance that the trigger will not happen, they might technically be a bad choice.</p><p></p><p>But not only are they a nice touch in terms of fiction / narrativism, but it's easy for the DM to make them technically valuable. "You wait patiently for the goblin to pop out from behind his cover as he's done twice already, and you lodge an arrow in his eye as he draws a bead on your comrade" or "You hold the line shoulder to shoulder with your comrades, waiting stoically for the orc charge, knowing that it will be rough to withstand but making sure that they will be perfectly aligned on your shield wall for the lightning bolt of your invisible wizard", etc.</p><p></p><p>This is where the DM's role is key, because he can set-up traps like this for the PCs as well, making them think more tactically as well, and inciting them to do it in turn to their enemies. And this can take the form of technical advantages as well, the goblin above does not have 3/4 cover when shooting, only 1/2 for example.</p><p></p><p>We see this a lot at our tables between the powergamers who really try to milk the technical system for what it's worth and the more story minded players who try to project themselves in the situation and imagine what would be cool there even if technically not as efficient. If the DM favors the second ones with circumstantial modifiers, which is his absolute right, you will have a more story/fiction orientated fight as even the powergamers will realise the benefit of thinking as their characters instead as like a player trying to technically win a fight. On the other hand, if you don't put these circumstantial modifiers because you think that they are not RAW (it's not the case) or because you think that they favor some style of play or some players too much and make your game harder to control (which I can understand), you will really discourage people from being inventive as their character (although I agree that you will probably encourage them to be technically more inventive).</p><p></p><p>Finally, I'm not saying that one style is superior to the other, just saying that if the preferences at your table run in a more story/fiction orientated direction, there are perfectly RAW/legal ways to make it happen and to encourage it from everyone at your table, and readied actions certainly contribute to that "projecting yourself in the fantasy world".</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8403517, member: 7032025"] I think it's highly dependent on the mindset of the players and the DM, and the circumstances of the fight as set-up. And it loops back to this thread and the level of fiction that you want compared to the level of gamism. I agree that if you play from a gamist perspective, readying actions, between the fact that they are technically less powerful (in particular no multi-attack) and as you point out the chance that the trigger will not happen, they might technically be a bad choice. But not only are they a nice touch in terms of fiction / narrativism, but it's easy for the DM to make them technically valuable. "You wait patiently for the goblin to pop out from behind his cover as he's done twice already, and you lodge an arrow in his eye as he draws a bead on your comrade" or "You hold the line shoulder to shoulder with your comrades, waiting stoically for the orc charge, knowing that it will be rough to withstand but making sure that they will be perfectly aligned on your shield wall for the lightning bolt of your invisible wizard", etc. This is where the DM's role is key, because he can set-up traps like this for the PCs as well, making them think more tactically as well, and inciting them to do it in turn to their enemies. And this can take the form of technical advantages as well, the goblin above does not have 3/4 cover when shooting, only 1/2 for example. We see this a lot at our tables between the powergamers who really try to milk the technical system for what it's worth and the more story minded players who try to project themselves in the situation and imagine what would be cool there even if technically not as efficient. If the DM favors the second ones with circumstantial modifiers, which is his absolute right, you will have a more story/fiction orientated fight as even the powergamers will realise the benefit of thinking as their characters instead as like a player trying to technically win a fight. On the other hand, if you don't put these circumstantial modifiers because you think that they are not RAW (it's not the case) or because you think that they favor some style of play or some players too much and make your game harder to control (which I can understand), you will really discourage people from being inventive as their character (although I agree that you will probably encourage them to be technically more inventive). Finally, I'm not saying that one style is superior to the other, just saying that if the preferences at your table run in a more story/fiction orientated direction, there are perfectly RAW/legal ways to make it happen and to encourage it from everyone at your table, and readied actions certainly contribute to that "projecting yourself in the fantasy world". [/QUOTE]
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