Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Combat is fictionless
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="clearstream" data-source="post: 8403547" data-attributes="member: 71699"><p><strong>P1 </strong>moves marginally quicker than <strong>N1</strong>, attacking them in the square that just-sufficiently-accurately represents their position.</p><p></p><p><strong>N1</strong>, acting just-sufficiently-slower than <strong>P1</strong> that they will count as having taken damage, triggers their buff. The two are dueling, and the game mechanics represent the palpable hits, fatigue, sweat blurring eyes, luck running out, that come out of that exchange. Mostly likely, players and DM only narrate the highlights. N1 was bloodied somewhere in their rapid exchange of blows, so that they could benefit from the condition to land some hits that counted.</p><p></p><p><strong>P2</strong>, conscious of their ability to heal quickly and from range, has acted just-sufficiently-after the others that it makes sense they can cast their spell to help <strong>P1</strong>. Perhaps the group envisions P2 having an ongoing awareness of their allies so that indeed their decision can and will be triggered by events. P1 collapses and P2's heal lands as they hit the floor, prone but thankfully coming conscious.</p><p></p><p>An alternative to consider is what narrative emerged if P2 rolled a higher initiative than P1, and didn't ready to cast <em>healing word</em>?</p><p></p><p></p><p>For me the question isn't whether it is uncontroversial, but whether you find that aspects of the game structure fail to support the kind of narratives you want to create. I can appreciate the problem you describe, but you'll have to take me on good faith when I say that it really doesn't arise at my table. We don't lose suspension of disbelief just because the game structure is turn-based. I'd say that large HP pools and <em>whack-a-mole</em> healing are what do our SoD the most harm, and those will remain even if it takes until the round following to cast the heal.</p><p></p><p></p><p>When we know the colour of an object at the edge of our vision, that isn't based on any actually perceived colour: we let our brains gloss over it. Another poster pointed out that in books we read words somewhat sequentially (cognitively, the scanning of words isn't a clean linear progression across the visible text), but from those static symbols we can accept into our imagination simultaneous events.</p><p></p><p>By analogy, I feel the issue is what we are able to gloss over. It's worth calling out lack of simultaneity as a thorn for your narrative. I just don't feel that what narrative is, can be limited as you describe. Games are systems of symbols, symbolic relationships, and dynamics. Our brains happily parse symbols and imagine what they represent. All we need do is change our mechanics <em>just enough</em> to dispel our SoD-break, and narrative will reform.</p><p></p><p></p><p>The seeming is the same as the being, in this case. Or to put it another way, imagine that it <em>seemed</em> for you that a plausible narrative emerged from the combat mechanics. How would you tell the difference between that, and a plausible narrative?</p></blockquote><p></p>
[QUOTE="clearstream, post: 8403547, member: 71699"] [B]P1 [/B]moves marginally quicker than [B]N1[/B], attacking them in the square that just-sufficiently-accurately represents their position. [B]N1[/B], acting just-sufficiently-slower than [B]P1[/B] that they will count as having taken damage, triggers their buff. The two are dueling, and the game mechanics represent the palpable hits, fatigue, sweat blurring eyes, luck running out, that come out of that exchange. Mostly likely, players and DM only narrate the highlights. N1 was bloodied somewhere in their rapid exchange of blows, so that they could benefit from the condition to land some hits that counted. [B]P2[/B], conscious of their ability to heal quickly and from range, has acted just-sufficiently-after the others that it makes sense they can cast their spell to help [B]P1[/B]. Perhaps the group envisions P2 having an ongoing awareness of their allies so that indeed their decision can and will be triggered by events. P1 collapses and P2's heal lands as they hit the floor, prone but thankfully coming conscious. An alternative to consider is what narrative emerged if P2 rolled a higher initiative than P1, and didn't ready to cast [I]healing word[/I]? For me the question isn't whether it is uncontroversial, but whether you find that aspects of the game structure fail to support the kind of narratives you want to create. I can appreciate the problem you describe, but you'll have to take me on good faith when I say that it really doesn't arise at my table. We don't lose suspension of disbelief just because the game structure is turn-based. I'd say that large HP pools and [I]whack-a-mole[/I] healing are what do our SoD the most harm, and those will remain even if it takes until the round following to cast the heal. When we know the colour of an object at the edge of our vision, that isn't based on any actually perceived colour: we let our brains gloss over it. Another poster pointed out that in books we read words somewhat sequentially (cognitively, the scanning of words isn't a clean linear progression across the visible text), but from those static symbols we can accept into our imagination simultaneous events. By analogy, I feel the issue is what we are able to gloss over. It's worth calling out lack of simultaneity as a thorn for your narrative. I just don't feel that what narrative is, can be limited as you describe. Games are systems of symbols, symbolic relationships, and dynamics. Our brains happily parse symbols and imagine what they represent. All we need do is change our mechanics [I]just enough[/I] to dispel our SoD-break, and narrative will reform. The seeming is the same as the being, in this case. Or to put it another way, imagine that it [I]seemed[/I] for you that a plausible narrative emerged from the combat mechanics. How would you tell the difference between that, and a plausible narrative? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Combat is fictionless
Top