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General Tabletop Discussion
*Dungeons & Dragons
Has D&D Combat Always Been Slow?
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<blockquote data-quote="Asisreo" data-source="post: 8149927" data-attributes="member: 7019027"><p>Also, has anyone noticed how quiet combats are if taking a perspective relative to character time. Like, a fight lasts for roughly half a minute and nobody says anything to anyone? No "you'll pay for that!" Or "Catch me if you can!" Or "By the power of the moon, I will punish you!" </p><p></p><p>My point is that roleplay and story movement should be a part of combat. </p><p></p><p>In fact, I feel people might try to divide the pillars when they weren't meant to be played separately. Give the player wiggle-room to describe how exactly they want to stab the orc and let them be the action hero they imagined themselves to be. </p><p></p><p>And when you roleplay as a DM, make sure the monsters talk to the players. "How dare you make me bleed?!" "Men, focus your fire on the spellcaster!" "Foolish witch, your charms will not hold me." "I...I see stars." Also have them physically react to their actions. If they are insulted, let your monsters snarl. If they're excited, let them smirk. </p><p></p><p>Someone said its about the feeling of hopelessness and I agree, but I don't think HP/AC dynamics is the most important aspect. What's important is that your players feel like they're making an impact. Within 3-5 rounds of combat, they don't get a great idea of their hit-chance or damage percentage but they're hoping their attacks had some sort of affect on the creature, even if its more psychological than physical.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8149927, member: 7019027"] Also, has anyone noticed how quiet combats are if taking a perspective relative to character time. Like, a fight lasts for roughly half a minute and nobody says anything to anyone? No "you'll pay for that!" Or "Catch me if you can!" Or "By the power of the moon, I will punish you!" My point is that roleplay and story movement should be a part of combat. In fact, I feel people might try to divide the pillars when they weren't meant to be played separately. Give the player wiggle-room to describe how exactly they want to stab the orc and let them be the action hero they imagined themselves to be. And when you roleplay as a DM, make sure the monsters talk to the players. "How dare you make me bleed?!" "Men, focus your fire on the spellcaster!" "Foolish witch, your charms will not hold me." "I...I see stars." Also have them physically react to their actions. If they are insulted, let your monsters snarl. If they're excited, let them smirk. Someone said its about the feeling of hopelessness and I agree, but I don't think HP/AC dynamics is the most important aspect. What's important is that your players feel like they're making an impact. Within 3-5 rounds of combat, they don't get a great idea of their hit-chance or damage percentage but they're hoping their attacks had some sort of affect on the creature, even if its more psychological than physical. [/QUOTE]
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Has D&D Combat Always Been Slow?
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