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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
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="EzekielRaiden" data-source="post: 9618702" data-attributes="member: 6790260"><p>Only if you decide to design it that way. You present this as a guaranteed, absolutely-must-happen kind of thing, but...it isn't. Backgammon and Monopoly contain dice. Those dice never do anything more (or less) dramatic than moving you around on the board--the closest to "something extreme occurring" is being sent to jail for getting three doubles in a row, and even that is hardly an "extreme" occurrence.</p><p></p><p>Just because the dice are present, doesn't mean extreme results HAVE to happen. You need to explain why having any source of randomness <em>guarantees</em> hyper-extreme results--and you're gonna have a tough time explaining something that simply, flatly, isn't true.</p><p></p><p></p><p>Well, since I reject the idea that that possibility is guaranteed unless the designer specifically chooses to add it <em>on top of</em> choosing to include dice (or other randomness), this conclusion does not follow.</p><p></p><p></p><p>Not even slightly would I have said that. Because you are (pretty blatantly) comparing apples to <em>kumquats</em>.</p><p></p><p>Before a battle begins, nothing is a foregone conclusion. Before a sport match begins, nothing is a foregone conclusion.</p><p></p><p>I'm talking about situations like "the PCs are all at full health, they have defeated 90% of the enemy force, the remaining combatants genuinely <em>cannot do enough damage</em> to take down any PC even if they crit on every single attack" level stuff. Things where it is literally, completely JUST a procedural thing to wrap up. It saves everyone's time and energy to just skip the two or three turns of attacks and be done with it--perhaps roll to see if anyone might get hit and the piddly-nothing damage they'll take, if nickel-and-dime bean-counting matters that much.</p><p></p><p>And, further, it is NOT fudging to call a fight early when it's clear the PCs have simply, outrightly won and all that remains is cleanup duty. Fudging is done in secret. That's the whole <em>point</em>. With fudging, you genuinely need to never reveal that you've secretly altered the game to be what you wanted it to be, rather than what the rules actually said would happen, because if players found out it would ruin the emotional impact of the situation and make everything feel contrived.</p><p></p><p>Calling a fight early is not, and cannot be, fudging--because you <em>have</em> to do it openly. There's no other way to end the fight without, y'know, <em>telling</em> the players that you're ending it there because it isn't worth the effort to grind through it.</p><p></p><p>Furthermore, separately from the above, doesn't this position you're taking here conflict with another you've taken before? Specifically, you have (IIRC more than once!) mentioned your annoyance with modern D&D fans' failure to consider <em>retreat</em> as a valid option. By what you've said here, that should never be even a consideration--since there's always a <em>chance</em> of victory, the party should never surrender and never retreat, no matter what. Yet I know that's <em>not</em> what you believe; you very much think retreat should always be an option the party is willing to consider. That, too, is an example of ending a combat early--just one fully under the players' control.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9618702, member: 6790260"] Only if you decide to design it that way. You present this as a guaranteed, absolutely-must-happen kind of thing, but...it isn't. Backgammon and Monopoly contain dice. Those dice never do anything more (or less) dramatic than moving you around on the board--the closest to "something extreme occurring" is being sent to jail for getting three doubles in a row, and even that is hardly an "extreme" occurrence. Just because the dice are present, doesn't mean extreme results HAVE to happen. You need to explain why having any source of randomness [I]guarantees[/I] hyper-extreme results--and you're gonna have a tough time explaining something that simply, flatly, isn't true. Well, since I reject the idea that that possibility is guaranteed unless the designer specifically chooses to add it [I]on top of[/I] choosing to include dice (or other randomness), this conclusion does not follow. Not even slightly would I have said that. Because you are (pretty blatantly) comparing apples to [I]kumquats[/I]. Before a battle begins, nothing is a foregone conclusion. Before a sport match begins, nothing is a foregone conclusion. I'm talking about situations like "the PCs are all at full health, they have defeated 90% of the enemy force, the remaining combatants genuinely [I]cannot do enough damage[/I] to take down any PC even if they crit on every single attack" level stuff. Things where it is literally, completely JUST a procedural thing to wrap up. It saves everyone's time and energy to just skip the two or three turns of attacks and be done with it--perhaps roll to see if anyone might get hit and the piddly-nothing damage they'll take, if nickel-and-dime bean-counting matters that much. And, further, it is NOT fudging to call a fight early when it's clear the PCs have simply, outrightly won and all that remains is cleanup duty. Fudging is done in secret. That's the whole [I]point[/I]. With fudging, you genuinely need to never reveal that you've secretly altered the game to be what you wanted it to be, rather than what the rules actually said would happen, because if players found out it would ruin the emotional impact of the situation and make everything feel contrived. Calling a fight early is not, and cannot be, fudging--because you [I]have[/I] to do it openly. There's no other way to end the fight without, y'know, [I]telling[/I] the players that you're ending it there because it isn't worth the effort to grind through it. Furthermore, separately from the above, doesn't this position you're taking here conflict with another you've taken before? Specifically, you have (IIRC more than once!) mentioned your annoyance with modern D&D fans' failure to consider [I]retreat[/I] as a valid option. By what you've said here, that should never be even a consideration--since there's always a [I]chance[/I] of victory, the party should never surrender and never retreat, no matter what. Yet I know that's [I]not[/I] what you believe; you very much think retreat should always be an option the party is willing to consider. That, too, is an example of ending a combat early--just one fully under the players' control. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
Top