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D&D Combat is fictionless
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8406906" data-attributes="member: 82106"><p>Huh, I only ever saw delay used as a tactic to make more effective attacks. So, an enemy might be out of LoE/LoS and you could delay until they appeared, but MORE importantly, you might have a more effective shorter-ranged effect (like a melee attack) that you would rather unleash on them vs immediately using a less effective one. This can really work for a fighter who is actually DOING HIS JOB if the bad guy then declines to come near! (though you definitely lose out vs perhaps hitting him with some minor ranged attack and then an OA, but you don't always get those). It feels a lot like the old "set weapons to receive a charge" option of AD&D combat.</p><p></p><p>Anyway, 4e combat always seemed fairly dynamic to me, and fairly easy to narrate. However, it does share a feature with other D&Ds, which is that you don't HAVE to narrate! In contrast you literally don't fight if you don't narrate in Dungeon World! I mean, you could ignore some of the 'rules' and basically say "I take a swing at the orc" but you're going to be virtually forced to explain what your doing except in the most dull of situations, and GMs are not supposed to let things stand like that.</p><p></p><p>Likewise 4e is really good at action scenes. There's lots of options, the environment is rich and well defined, and it has things like terrain powers, traps, and just generally a lot of terrain and circumstance hooks you can use. Plus a lot of powers produce movement, which I find is not something 5e really is super good for. AD&D kind of sidewise forbade moving around, and 3.x literally made it cost you lots of your attacks. So, I found that a lot of narration happened in that game.</p><p></p><p>Anyway, my own game is evolving more in the DW direction with 'players roll for everything' and a requirement that you define the narrative side of your actions so that you can explain what defense you get to use. It is a little different from DW, and more structured like 4e, but also more demanding of some 'fleshing out' of the fiction.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8406906, member: 82106"] Huh, I only ever saw delay used as a tactic to make more effective attacks. So, an enemy might be out of LoE/LoS and you could delay until they appeared, but MORE importantly, you might have a more effective shorter-ranged effect (like a melee attack) that you would rather unleash on them vs immediately using a less effective one. This can really work for a fighter who is actually DOING HIS JOB if the bad guy then declines to come near! (though you definitely lose out vs perhaps hitting him with some minor ranged attack and then an OA, but you don't always get those). It feels a lot like the old "set weapons to receive a charge" option of AD&D combat. Anyway, 4e combat always seemed fairly dynamic to me, and fairly easy to narrate. However, it does share a feature with other D&Ds, which is that you don't HAVE to narrate! In contrast you literally don't fight if you don't narrate in Dungeon World! I mean, you could ignore some of the 'rules' and basically say "I take a swing at the orc" but you're going to be virtually forced to explain what your doing except in the most dull of situations, and GMs are not supposed to let things stand like that. Likewise 4e is really good at action scenes. There's lots of options, the environment is rich and well defined, and it has things like terrain powers, traps, and just generally a lot of terrain and circumstance hooks you can use. Plus a lot of powers produce movement, which I find is not something 5e really is super good for. AD&D kind of sidewise forbade moving around, and 3.x literally made it cost you lots of your attacks. So, I found that a lot of narration happened in that game. Anyway, my own game is evolving more in the DW direction with 'players roll for everything' and a requirement that you define the narrative side of your actions so that you can explain what defense you get to use. It is a little different from DW, and more structured like 4e, but also more demanding of some 'fleshing out' of the fiction. [/QUOTE]
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