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How do you discribe combat?
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<blockquote data-quote="Wil" data-source="post: 2789311" data-attributes="member: 3502"><p>I tend to follow a formula:</p><p></p><p>1) Quick segue (a few seconds at most) of the previous combat round that ties into the current combat round</p><p>2) Do rolls/rules/brief description of immediate results</p><p>3) Quickly summarize what just happened, tying it together into a cohesive whole</p><p>4) Wash, rinse, repeat</p><p></p><p>Now, sometimes this gets rolled over in long or very large combats, and I tend to put more effort into things when it's an important fight. Of course, I don't play D&D and I hold to some notions that might be odd to those who do. Particularly:</p><p></p><p>* I really dislike "combat rounds" - I understand that I need them to manage chunks of action, but I feel that "Round 1 - Round 2 - Round 3" progressions get tedious and break up the flow of combat. Hence, I do what I can to blur the lines from one combat round to the next.</p><p></p><p>* Initiative isn't how fast you move, but <em>opportunity</em>. While it helps to be fast as quicksilver, hesitating or not knowing when the most opportune time to strike will kill you. This is most prevalent in #3 above, because when I try to tie the rolled actions together into what really happened, just because player A rolled to hit first doesn't mean that in the game he actually <em>moved first</em></p><p></p><p>* I'm very much in favor of deferring some penalties (particularly wound penalties) until the end of the combat round. Real life is full of examples of people who should have gone down due to their injuries, but <em>didn't</em> until much later.</p><p></p><p>I actually wrote and article with another guy on this kind of stuff - it's dated and it's for Silhouette, but some of the concepts apply almost anywhere: <a href="http://users.keyway.net/~sinner/tribe8/articles/goodfight.htm" target="_blank">http://users.keyway.net/~sinner/tribe8/articles/goodfight.htm</a></p></blockquote><p></p>
[QUOTE="Wil, post: 2789311, member: 3502"] I tend to follow a formula: 1) Quick segue (a few seconds at most) of the previous combat round that ties into the current combat round 2) Do rolls/rules/brief description of immediate results 3) Quickly summarize what just happened, tying it together into a cohesive whole 4) Wash, rinse, repeat Now, sometimes this gets rolled over in long or very large combats, and I tend to put more effort into things when it's an important fight. Of course, I don't play D&D and I hold to some notions that might be odd to those who do. Particularly: * I really dislike "combat rounds" - I understand that I need them to manage chunks of action, but I feel that "Round 1 - Round 2 - Round 3" progressions get tedious and break up the flow of combat. Hence, I do what I can to blur the lines from one combat round to the next. * Initiative isn't how fast you move, but [i]opportunity[/i]. While it helps to be fast as quicksilver, hesitating or not knowing when the most opportune time to strike will kill you. This is most prevalent in #3 above, because when I try to tie the rolled actions together into what really happened, just because player A rolled to hit first doesn't mean that in the game he actually [i]moved first[/i] * I'm very much in favor of deferring some penalties (particularly wound penalties) until the end of the combat round. Real life is full of examples of people who should have gone down due to their injuries, but [i]didn't[/i] until much later. I actually wrote and article with another guy on this kind of stuff - it's dated and it's for Silhouette, but some of the concepts apply almost anywhere: [url]http://users.keyway.net/~sinner/tribe8/articles/goodfight.htm[/url] [/QUOTE]
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