Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make combat fun with minimal complexity?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dethklok" data-source="post: 6342078" data-attributes="member: 6746469"><p>I don't use M20; it's just a way of framing the conversation.</p><p></p><p></p><p>But this doesn't address my question, which was, "What kinds of special options, rulings, or game design features would make combat more interesting?"</p><p></p><p></p><p></p><p>What does this add? Are some techniques inherently better than others? I don't see any tactical or immersive gain here, although I do see more dicerolls.</p><p></p><p></p><p></p><p>Do you roleplay without books or dice?</p><p></p><p></p><p>Why do shield walls stop people moving?</p><p></p><p></p><p></p><p>This is a lot like the style of play I favor. However, I don't see any specific way to prevent the sort of "I attack, she attacks, you attack, she attacks" pacing that most rpgs fall into. Would you consider this not much of an issue, or is there a way of solving it?</p><p></p><p>Also, in your games, is there any advantage to be gained by trying one thing rather than another? Moving around behind an enemy vs. standing still and waiting for an enemy to approach; matching your weapon to your friends vs. selecting a different one that serves an alternate function? Going for a quick kill or fighting defensively to tire out the enemy? Is it effective to concentrate attacks on a stronger enemy or a weaker one? What kinds of design features give players an incentive to try one thing rather than another?</p></blockquote><p></p>
[QUOTE="Dethklok, post: 6342078, member: 6746469"] I don't use M20; it's just a way of framing the conversation. But this doesn't address my question, which was, "What kinds of special options, rulings, or game design features would make combat more interesting?" What does this add? Are some techniques inherently better than others? I don't see any tactical or immersive gain here, although I do see more dicerolls. Do you roleplay without books or dice? Why do shield walls stop people moving? This is a lot like the style of play I favor. However, I don't see any specific way to prevent the sort of "I attack, she attacks, you attack, she attacks" pacing that most rpgs fall into. Would you consider this not much of an issue, or is there a way of solving it? Also, in your games, is there any advantage to be gained by trying one thing rather than another? Moving around behind an enemy vs. standing still and waiting for an enemy to approach; matching your weapon to your friends vs. selecting a different one that serves an alternate function? Going for a quick kill or fighting defensively to tire out the enemy? Is it effective to concentrate attacks on a stronger enemy or a weaker one? What kinds of design features give players an incentive to try one thing rather than another? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How do I make combat fun with minimal complexity?
Top