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Game Design 110: Combat
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<blockquote data-quote="Challenger RPG" data-source="post: 7651094" data-attributes="member: 6701020"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6746469" target="_blank">Dethklok</a></u></strong></em> : I'm personally in favor of difficulty to hit. I've run into far too many problems and abstractions with rules on armor that reduce damage to the character too much. Basically, if the range of damage becomes too variable, and armor can be upgraded substantially; you end up with situations where people can't do 'any' damage to heavily armored opponents which just seems unreasonable to me. Several successful systems use the armor as damage reduction rules. I think it's possible if implemented correctly--but it's tricky.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6685730" target="_blank">DMMike</a></u></strong></em> : Sounds pretty awesome! I like 'mostly dead'. Reminds me of Princess Bride. "He's only mostly dead, not all dead." Kudos on the creativity factor in character creation. A few monster 'templates' might be handy for rushed GM's. What you did with ranged combat looks good. Modular combat mechanics is a very cool idea, as well. The hit points sound like they could get a little complicated, but that's just a first impression. Keep up with the new innovations!</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=3987" target="_blank">Bagpuss</a></u></strong></em> : I mostly agree. I like to have a load of pre-created monsters. However, I also love to design my own bad guys. I just like the option to pick and choose where I'll be spending my creative energies. I also like the modular monster abilities combinations from Savage Worlds.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=23240" target="_blank">steenan</a></u></strong></em> : I think it really depends on the type of game. I think most RPGs fall on the heavy combat side of things. I don't know why this is, exactly. I think it's something about character lives at stake in most games. It's almost like players insist you have detailed and clear combat rules. While Bob might not care if he can drink 7 beers or 8, he'll definitely care if the 8th goblin can take him down or not. I also tend to favor lethal combat. Death spirals are really annoying, and so is permanent death. However, I find my players are more than adept enough at avoiding death without any added help from the rules. In one-shot adventures a high danger ratio is also a great thing to have around.</p><p></p><p>About Hit Points: I like to keep them abstract. I find that abstract hit points actually encourage players and GMs to detail the injuries in 'more' detail than they otherwise would have. Many an adventure includes infected wounds, strange injuries, and broken limbs simply because the rules don't specifically say what form the hit point damage is taking. It can also be handily ignored when everyone has other things to worry about.</p><p></p><p>I also prefer a shorter combat length (and tactics are great). Whenever a battle stretches to ten or more rounds I'd better expect it to be pretty interesting and epic. If it becomes a trade off of dice blows and references to rulebooks it can kill the fun of a game quickly. One game of 4e where our 8th level characters were taking on Demigorgon comes to mind. Too many dice rolls and too many healing potions.</p><p></p><p>Thanks for the great posts, everyone!</p></blockquote><p></p>
[QUOTE="Challenger RPG, post: 7651094, member: 6701020"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6746469"]Dethklok[/URL][/U][/B][/I] : I'm personally in favor of difficulty to hit. I've run into far too many problems and abstractions with rules on armor that reduce damage to the character too much. Basically, if the range of damage becomes too variable, and armor can be upgraded substantially; you end up with situations where people can't do 'any' damage to heavily armored opponents which just seems unreasonable to me. Several successful systems use the armor as damage reduction rules. I think it's possible if implemented correctly--but it's tricky. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6685730"]DMMike[/URL][/U][/B][/I] : Sounds pretty awesome! I like 'mostly dead'. Reminds me of Princess Bride. "He's only mostly dead, not all dead." Kudos on the creativity factor in character creation. A few monster 'templates' might be handy for rushed GM's. What you did with ranged combat looks good. Modular combat mechanics is a very cool idea, as well. The hit points sound like they could get a little complicated, but that's just a first impression. Keep up with the new innovations! @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=3987"]Bagpuss[/URL][/U][/B][/I] : I mostly agree. I like to have a load of pre-created monsters. However, I also love to design my own bad guys. I just like the option to pick and choose where I'll be spending my creative energies. I also like the modular monster abilities combinations from Savage Worlds. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=23240"]steenan[/URL][/U][/B][/I] : I think it really depends on the type of game. I think most RPGs fall on the heavy combat side of things. I don't know why this is, exactly. I think it's something about character lives at stake in most games. It's almost like players insist you have detailed and clear combat rules. While Bob might not care if he can drink 7 beers or 8, he'll definitely care if the 8th goblin can take him down or not. I also tend to favor lethal combat. Death spirals are really annoying, and so is permanent death. However, I find my players are more than adept enough at avoiding death without any added help from the rules. In one-shot adventures a high danger ratio is also a great thing to have around. About Hit Points: I like to keep them abstract. I find that abstract hit points actually encourage players and GMs to detail the injuries in 'more' detail than they otherwise would have. Many an adventure includes infected wounds, strange injuries, and broken limbs simply because the rules don't specifically say what form the hit point damage is taking. It can also be handily ignored when everyone has other things to worry about. I also prefer a shorter combat length (and tactics are great). Whenever a battle stretches to ten or more rounds I'd better expect it to be pretty interesting and epic. If it becomes a trade off of dice blows and references to rulebooks it can kill the fun of a game quickly. One game of 4e where our 8th level characters were taking on Demigorgon comes to mind. Too many dice rolls and too many healing potions. Thanks for the great posts, everyone! [/QUOTE]
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