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De-emphasizing Combat (+)
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<blockquote data-quote="Charlaquin" data-source="post: 8451822" data-attributes="member: 6779196"><p>You don’t really need a subsystem for this - indeed, it seems getting rid of systems is kind of the point. Just resolve violent conflict through the fundamental pattern of play, like you would any other action. The DM describes the environment, the players describe what they want to do and the DM narrates the results, calling for a roll if necessary to resolve any uncertainty in the action. So, for example, the DM might describe the battlefield and the enemies on it, a player might say that they want to try to kill an enemy with their weapon, and the DM might decide this action could succeed or fail and has meaningful stakes, so they ask the player to make a Strength (Longsword) check or a Dexterity (Longbow) check or whatever. On a success, they either succeed or make progress towards their goal, and on a failure there’s some sort of cost or consequence, such as getting hit by the target’s counter-attack. Very similar to Dungeon World.</p><p></p><p>Also, can someone like… summarize this post or something so [USER=52734]@Stormonu[/USER] can see it? They have me blocked.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8451822, member: 6779196"] You don’t really need a subsystem for this - indeed, it seems getting rid of systems is kind of the point. Just resolve violent conflict through the fundamental pattern of play, like you would any other action. The DM describes the environment, the players describe what they want to do and the DM narrates the results, calling for a roll if necessary to resolve any uncertainty in the action. So, for example, the DM might describe the battlefield and the enemies on it, a player might say that they want to try to kill an enemy with their weapon, and the DM might decide this action could succeed or fail and has meaningful stakes, so they ask the player to make a Strength (Longsword) check or a Dexterity (Longbow) check or whatever. On a success, they either succeed or make progress towards their goal, and on a failure there’s some sort of cost or consequence, such as getting hit by the target’s counter-attack. Very similar to Dungeon World. Also, can someone like… summarize this post or something so [USER=52734]@Stormonu[/USER] can see it? They have me blocked. [/QUOTE]
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