Being a bit of a brawler in Ye Olde Punk Rocke days (TM) my friends and I always included realistic combat in our games, though not quite to the extent Jack describes of acting out fights, we still liked to use dice.
Wow, Jack, I must say thats impressive. None of my friends know that much about fencing or hand-to-hand combat other than boys mucking around. Could you explain your description system? I'd like to hear it.
Sorry guys, I almost missed this because of being busy. Didn't mean to ignore your questions.
I don't know if it is impressive or not, never thought of it that way, but I'm not talking about LARPING or having actual fights at the table. I'm just talking about "enacting fights." After you've been involved in enough fights you pretty well know what is possible and not possible, especially in-close combat. But everything you might want to enact you can do with a simple cheap plastic combat knife (used for training) and your forearm standing in as a shield.
Now if you wanna use more complicated props, etc. we've done that before too but after awhile it just gets bogged down and really doesn't add anything much worthwhile if you are familiar in your mind with the weapons used. Then again you have to account for armor, etc, but then again that's just a matter of familiarly versus familiarity with the weapons used, and how the player uses such weapons and defenses.
A lot of D&D fighting is slash, arc of wing, hack, etc. But that's not a real killing fight. We concentrate on killing fights. Meaning you go straight at vulnerable and vital spots with the intent of killing and killing quickly. (Within reason, you have to strike to kill without overexposing yourself to a kill as well.) Killing fights are very different than the typical D&D fight.
Then again another thing I found silly about typical D&D fights is letting the dice dethrone what area of the body you hit, if the subject is ever even discussed. For instance a sword or knife thrust, or even a swing (because of the proscribed arc of travel) can only move through a certain area of space at any given point in time. Just like a bullet can only travel in a straight line (unless deflected or hampered), and if you know this and can interpret the other person's firing trajectory in time then it is relatively easy to avoid being shot by bullets. RPGs are another matter. So if a guy thrusts at a man's heart and if the other guy doesn't move in time then the attacker won't hit his foot just because he rolled a minimum 11 to hit. He'll still hit the area of the heart, just won' penetrate very far. A guy thrusts with his spear at a man's head and makes a minimum roll to hit won't end up putting his tip in the other guy's belly-button. Trajectories just don't work that way and it is simply stupid physics, not to mention ridiculous combat technique to say that chance will determine where you aim and what technique you employ in attack. In every fight I've ever been in I've never said to myself, "well, I'll just throw this out there and we'll see where chance happens to land a score." It's just plain silly and nothing at all even vaguely like a real fight for your life. You know where you're aiming and why. And physics and skill will determine what actual effect such an attack has, not chance. Chance has nothing really to do with it at all. (Now I'm not at all against dice being used to determine unanticipated "friction," being used to describe factors that the attacker didn't account for, which happens all of the time. But the idea that dice should determine attack vectors and arcs of movement, and intentional aim [imagine for instance anyone who fights for a living, that is to say as an occupation, saying, "well, I never aim, I just let chance determine where my strikes land and how my defenses operate" - how long would such a "professional combatant live, and how long would he deserve to live fighting that way?] and strike locations is at the very face of it, absurd. If I were in a gun-fight no dice throw would determine my aim, I would. If I were in a knife fight it wouldn't be chance that led me to believe that I saw an opportunity to stick my opponent through the eye, it would be experience, coupled with other factors. I wouldn't always be able to assure a strike, but I would always assure as a professional combatant where I was actually aiming. Dice have no place at all in determining where a blow falls, though I'm not against it as a mechanical method of determining chance as to whether the strike is actually effective or not.
And in-game, at any point, a player may say to me, "well, I want to fight this fight using the dice." And I let them, but then they have to live with the results. If they use the dice then they must live by that method. However the dice never detriment what the attacker intends or how the defender defends, the dice merely sometimes help determine "chance" and "friction."
Now with experience we also use techniques.
Because technique is an actual expression of experience. As far as game combat techniques go I've reviewed Gallo's
Codex Martialis, and I like it, and we have adopted and adapted many of those techniques. I recommend it too. Cause it's much more intentional than typical D&D. Because professional combatants would naturally have a real technique or set of techniques. Professional, seasoned combatants would not go into a fight simply flaying their arms and weapons around like an inexperienced 7 year old saying to themselves, "well, if I just make a whirlwind of motion I'm eventually gonna hit something." Yes, you might kid, then again by the time your flail has hit the other guy's big toe you will have been gutted by a fella who knows a little something about real killing. Which means he ain't gonna be aiming for your foot, and your "whirlwind of chance" ain't gonna impress him much at all. (I am not speaking of you personally guys, I am using you in the general sense, of the typical D&D flail around til you hit something type of fight.) He intends to kill you, and he knows what that means, how he has to go about it, and where he needs to aim in the most effective and efficient display of lethal force. He isn't interested in a ten minute fight, because he is experienced at real and lethal combat. He's far more interested in walking away from the fight with you dead and him relatively unscathed, meaning he is far more interested in the ten second, or less, kill. And chance and accident has very, very, very little to do with that kind of "killing efficiency."
So we never use dice to determine aim and intention and technique.
Instead we employ techniques like this:
The Tactical Repertoire
By the way, we demonstrate what we intend in a fight, and we describe what everyone is already familiar with or well acquainted with. But we also use that same system to role play and to demonstrate skills.
We never use math as a substitute for actual ability. Because math is not ability, it is simply an abstract expression of "
real things." That is we don't roll for how skills work, we either describe what we are doing or demonstrate it. (Within reason of course, sometimes things are attempted which are not within normal behavior patterns. At times like that we use either modified dice encounters, or use some other method. But if a guy is gonna pick a pocket or track a bear or make fire or climb a surface then the player shows how he is gonna do it, or describes it. So as in fighting, we use our real world skills in-game. And if a player wants to use or learn a new skill then he learns how it really operates, in the real world, and then he can employ it in-game.)
If somebody else asked me a question then sorry, that's all I've had time to catch up on so far.
In such a world, if we took it as realistic, what sorts of fighting techniques would develop? How would you hunt displacer beast or wyvern?
How would martial arts differ if you actually could learn to telekinetically throw people, or shoot fire from your hands. I mean, Okinawans developed karate as a weaponless fighting style because they weren't allowed to have weapons. Ditto capoeira in the Caribbean and Brazil. How do tyrants keep the peasants from being a threat when a peasant can pray to nature and summon an insect plague to kill the tyrant's warriors?
I'm really intrigued by how magic would have influenced society, and not enough attention gets paid to the fields of finance and personal combat. People prefer flashy fantasy, not speculative fiction.
I like where you are going with your ideas. And I think that is such a world, although much would be different, it would also be hard to imagine such a world operating by
"chance." Techniques would develop over time to account for numerous things, that's the way progress happens. And I'm with you, not much attention is paid to finance. Though much attention should be.
Well, I gotta scoot. Lots to do today and my wife is headed up north on a mission's trip and I gotta help her secure all the details, and then take the kids out. Lator gators.
Here's my "real combat" blog:
http://www.enworld.org/forum/blogs/j...ut-combat.html
Here's my using your real skills blog:
http://www.enworld.org/forum/blogs/j...g-your-pc.html
I include them, as they give a sense of perspective on real combat (to which you would try to relate D&D rules and events to, rather than re-writing D&D rules.
The second article is just about how to bring your real world skills to an advantage at the table (and not bogging down the game with questions about wire).
My basic suggestion is to compare your real world knowledge to "how the game rules say it works". You can't re-write the rules (as a player), or shouldn't (as a GM that often is a slippery slope). So figure out what knowledge supports the rules, reinforcing them. De-emphasize the knowledge that says the rules are wrong, it won't help you. From there, the last batch of knowledge remaining is stuff that adds flavor, or might get you a bonus if you can justify doing it in character. That's where the gold is.
I'll go back and read what you posted with some interest Janx. We also use Real World Skills and have for a long time so it will be interesting to see your take on it.