S
Sunseeker
Guest
It may be that out long experience with RPGs has affected our perspective some. In the one hour game, a fight exists to determine if you survive exploring the room. It's like the purpose of a fight in Munchkin or a Chance Card in Monopoly. The fight itself is a mechanic for determining success or failure within an adventure as much as an attack roll determines success or failure within a fight.
As time has gone by, the fight has become a more complex mini-game within the larger game that is D&D. It would be as if, in Monopoly, buying a property became a complex minigame. Part of me thinks that could be fun, but that doesn't mean all Monopoly games need to play that way.
No matter which way you cut it, regardless of edition, it's not quite that simple. At it's base, we still have two rolls, attack, and damage. Now, we could certainly make either one or both of those static, but I suspect that flies against the whole "we like to roll dice" philosophy. In my gaming experience though, dice rolling has little to do with time spent in battle. It can, but I've played games with 10 times the number of dice a 20th-level 3.x Wizard throws out that go much faster than any edition of D&D. Simple doesn't always necessitate "fast", complex doesn't always mean "slow". "Fast" doesn't always mean "fun". It can, when done properly, but in my experience RNG alone is not "fun".
My point was only that we shouldn't let the quality of a fight be determined by a pre-determined by a certain amount of rounds or minutes. A fight should take as long as a fight takes. If it doesn't come off as an enjoyable fight, that's something the whole group needs to think about.You seem to have made a giant leap here equating fast combat with pointless and easy combat, based on absolutely nothing that I can see. As DEFCON1 and Kamikaze Midget said, the importance of the fight, the purpose of the fight, the value of the fight...that's all in the DM's arena.
Unless...are you thinking in game time? A fast combat is over in four rounds, and a slow combat in twenty rounds? Because I'm looking at it "table time", in which a fast combat is ten minutes, and a slow combat is three hours. Both can be the same number of rounds in the game, but the table time is dramatically different.
The post I originally quoted broke a session down into specific increments and then attached certain aspects of play to certain allotments of time and that doesn't feel like the right way to go about things.
Sure, but do those really qualify as "fights"? I mean I had a 7th level party tracking down some demon worshippers, who had enslaved kobolds to mine this corrupted crystal produced by the imprisoned "body" of their demon god. THe party of course had to go through the mines, but even a dozen kobolds were of little challenge to them, and I didn't want to have them fight powered up kobolds, so I just said "you encounter kobolds, they try to attack you, what do you do?" "we kill them mercilessly", "okay" I said, "they die like the horribly squishy little things they are."Depends on the group, but...
It could be just fun to beat a few kobold skulls.
Those kobolds might be more set dressing -- the "real gameplay" lies elsewhere.
The PC's get to show off their powers and abilties.
They could be a small part of the massive kobold tribe and the party is fighting a war of attrition against them, being the terror that haunts their dreams and the bogeymen who momma kobolds tell their hatchlings will come and take them in the night.
Etc.
Not that it's a good idea for all combats to be like that, but they have their purpose.
It was almost more of a skill challenge than a combat. We didn't roll initiative, we didn't roll attacks or damage, we just did it because there was no point in having actual combat for the situation.
By most standards, I'm fairly hardcore when it comes to gaming, but by others, I'm pretty casual. So when we talk about capturing the "casual" market or appealing to the "hardcore" players, it always makes me wonder who exactly we're talking about. It covers a pretty wide range of people and includes a lot of different variables and I don't think the amount of time one sets aside for gaming alone determines how "hardcore" or "casual" you are.Fight length does not determine this.
If you design for quick fights and allow for longer fights, you'll capture a more casual crowd while being able to satisfy the more refined tastes of the hardcore later.
I'm not suggesting we aim for either really. I'm suggesting we aim for quality, for appropriate challenge. I'm saying we shouldn't design with an estimated time spent on the fight in mind. Some groups will go slower than others, some will go faster, in the same fight with the same characters. There's a lot of variability here that no amount of rules can deal with. Some actions will take longer to resolve than others, so we shouldn't start saying: "Well, a kobold should take 2 rounds to kill, but a squad of kobolds will take 5 rounds, but then if we include difficult terrain it might take 7, or if the party is all wizards it will take 2 rounds, of if it's all fighters it'll take 10 minutes". Those aren't qualities we need to design around because they're far too diverse and outside the control of the game to be something it can reasonably address.If you design for longer fights and allow for quicker fights, you're only going to capture the hardcore, because the casual are going to walk away before they're going to tinker with the system.
Good fights and meaningful fights can be quick, so by default, they should be. You can always turn up the dial if that seems weak sauce for your particular play-style.
Look, here's the heart of it: All monsters, and by extension all fights should be based around how much of a challenge you want them to be for players. The time it takes for players to deal with that challenge will vary significantly from group to group, and there's really nothing to be done about it, it's the nature of the beast. But if we design each monster with the idea of being a fair challenge at the right level and then allow DM's to design their encounters based around how difficult they want that specific encounter to be, we'll be able to produce easy, moderate, difficult and epic fights with a singular, unified math.
If we attempt to design monsters and encounters with them based on an abstract measurement of time based on an average group experience of select testers, we're going to get monsters and encounters that do not hold to those measurements at all because of the high level of play variability experienced at the table.
In short: let the game deal with the math. If the math if sound, anything is possible. Let tables deal with the time, because that's something the DM can manage on the spot and make appropriate to the expectations of their group.
Designing monsters for simplicity or complexity are entirely different issues. If you want to aim for simplicity first to capture casuals, sure that's great, but simplicity doesn't imply speed, so leave time out of the equation, the number of possible variables associated with time spent in a fight are simply too many to be an issue the game can reasonably address through it's math and framework. Time is a table issue. Simplicity and complexity are math issues the game can handle.