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*Dungeons & Dragons
De-emphasizing Combat (+)
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<blockquote data-quote="Jacob Lewis" data-source="post: 8451837" data-attributes="member: 6667921"><p>If the system offers you 100 options to make your characters better in a fight, but only 10 options for doing things outside of combat, what do you think the system is focused on? In order to de-emphasize combat, you must offer alternative solutions to overcome the challenges and obstacles that combat always addresses with equally satisfying rewards and/or consequences. Take a look at Adventures in Middle Earth (and The One Ring) for some ideas to achieve this specifically in 5e (and in general).</p><p></p><p>And this is something else I love about the Star Wars RPG (and I'm sure other RPGs out there, as well). You don't win the day by just killing everything in sight. In fact, combat takes no more or less attention than a scene where characters are doing <em>literally </em>anything else. Unlike D&D where the game has to switch gears completely to go into combat mode, and resources are calibrated around an expected number of combat encounters in a standard game day.</p><p></p><p>If you get a copy, the Heroes of Battle (3.5e) introduced the idea of Victory Points (VP) to simulate large scale battles into a series of smaller skirmishes focused on the characters. Perhaps a similar idea could be instituted where characters make a single attack roll to accumulate VPs together. Using higher level or limited resources, like spell slots, gain additional points. Failure results in taking damage. Once they reach a set number of VP, the combat is concluded.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8451837, member: 6667921"] If the system offers you 100 options to make your characters better in a fight, but only 10 options for doing things outside of combat, what do you think the system is focused on? In order to de-emphasize combat, you must offer alternative solutions to overcome the challenges and obstacles that combat always addresses with equally satisfying rewards and/or consequences. Take a look at Adventures in Middle Earth (and The One Ring) for some ideas to achieve this specifically in 5e (and in general). And this is something else I love about the Star Wars RPG (and I'm sure other RPGs out there, as well). You don't win the day by just killing everything in sight. In fact, combat takes no more or less attention than a scene where characters are doing [I]literally [/I]anything else. Unlike D&D where the game has to switch gears completely to go into combat mode, and resources are calibrated around an expected number of combat encounters in a standard game day. If you get a copy, the Heroes of Battle (3.5e) introduced the idea of Victory Points (VP) to simulate large scale battles into a series of smaller skirmishes focused on the characters. Perhaps a similar idea could be instituted where characters make a single attack roll to accumulate VPs together. Using higher level or limited resources, like spell slots, gain additional points. Failure results in taking damage. Once they reach a set number of VP, the combat is concluded. [/QUOTE]
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