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<blockquote data-quote="Kormydigar" data-source="post: 2880135" data-attributes="member: 17113"><p>Ah man!!! That one made soda come out my nose!!!! Awesome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Seriously though, during combat is one time that that no character should be making any sub-optimal choices unless that character is not interested in survival. This might happen if the character is being controlled by an enemy trying to conceal the fact or perhaps the character is depressed for some reason and wants to die gloriously in combat. I am not talking about actual metagaming or anything like that. One thing to consider about combat options is the experience of the character vs. the player. For example I have been playing for about 26 years or so. When I create a new 1st level character, he won't have any " real" tactical knowledge except what was learned in training. If I join a game and create and play a 10th level fighter then I will play combats with more " knowledge" .</p><p></p><p> The problem comes with distinguishing this stuff in actual play. One idea I had was to vary the time given to act in combat based on character level. Very low level adventurers would have to react much quicker than experienced ones to simulate much less tactical understanding. The downside of this is that low level characters forced to make snap decisions wouldn't live long enough to become high level <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> . I suppose if high level adventuers are supposed to be "special" then it might be workable.</p></blockquote><p></p>
[QUOTE="Kormydigar, post: 2880135, member: 17113"] Ah man!!! That one made soda come out my nose!!!! Awesome :D Seriously though, during combat is one time that that no character should be making any sub-optimal choices unless that character is not interested in survival. This might happen if the character is being controlled by an enemy trying to conceal the fact or perhaps the character is depressed for some reason and wants to die gloriously in combat. I am not talking about actual metagaming or anything like that. One thing to consider about combat options is the experience of the character vs. the player. For example I have been playing for about 26 years or so. When I create a new 1st level character, he won't have any " real" tactical knowledge except what was learned in training. If I join a game and create and play a 10th level fighter then I will play combats with more " knowledge" . The problem comes with distinguishing this stuff in actual play. One idea I had was to vary the time given to act in combat based on character level. Very low level adventurers would have to react much quicker than experienced ones to simulate much less tactical understanding. The downside of this is that low level characters forced to make snap decisions wouldn't live long enough to become high level :p . I suppose if high level adventuers are supposed to be "special" then it might be workable. [/QUOTE]
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