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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
On completely artificial restrictions
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="AbdulAlhazred" data-source="post: 8969528" data-attributes="member: 82106"><p>First hand reports of yours truly from early D&D, Traveler, Boot Hill, Metamorphosis Alpha, and other '1st gen' RPGs is that their combat mechanics were mostly FAIRLY abstract. Yes, in some games less so than others. D&D was pretty abstract, as was MA (and GW) since they all use the same basic rules, give or take. TSR D&D never did really evolve from that. You could narrate things to a degree, but you had to make up a lot of it from whole cloth. Boot Hill is a real exception, its combat is detailed, tactical, takes place on a grid (the town map) 99% of the time, etc. However it also generally consists of "I roll a 50, I fire first, bang bang bang you're dead!" Traveler has range bands and I'd say its combat rules get a bit more detailed than D&D, as PCs can attack, dodge, parry, etc. and there are 3 types of damage, sort of. </p><p></p><p>Other later games are a very mixed bag, though few of them get more detailed than Traveler. (RQ and RM spring to mind), though RQ is not a LOT more detailed than Traveler. In fact the main problem when people attempted to do this is, the mechanics were too unrealistic to support such a use case! I remember that RQ had the problem that melee-focused characters frequently were killed by their own fumbles, as statistically this would happen sooner-or-later. Claw Law/Arms Law kind of avoided those simple foibles, but it, and a couple other systems like Aftermath, were just too cumbersome for most people.</p><p></p><p>Honestly, WotC D&D barely improved on this situation. I'd be hard pressed to name a system that has really measurably done so. AD&D 1e combat is still (aside from its horribly unclear/obtuse rules) fairly state-of-the-art, actually.</p><p></p><p>Well, games like TSR's FASERIP Marvel Super Heroes game simply made the linkage less explicit. The same could be said for Top Secret. One very early example is Tunnels & Trolls, who's combat system is ENTIRELY abstract. These are not LESS abstract, in my opinion! Quite the opposite.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8969528, member: 82106"] First hand reports of yours truly from early D&D, Traveler, Boot Hill, Metamorphosis Alpha, and other '1st gen' RPGs is that their combat mechanics were mostly FAIRLY abstract. Yes, in some games less so than others. D&D was pretty abstract, as was MA (and GW) since they all use the same basic rules, give or take. TSR D&D never did really evolve from that. You could narrate things to a degree, but you had to make up a lot of it from whole cloth. Boot Hill is a real exception, its combat is detailed, tactical, takes place on a grid (the town map) 99% of the time, etc. However it also generally consists of "I roll a 50, I fire first, bang bang bang you're dead!" Traveler has range bands and I'd say its combat rules get a bit more detailed than D&D, as PCs can attack, dodge, parry, etc. and there are 3 types of damage, sort of. Other later games are a very mixed bag, though few of them get more detailed than Traveler. (RQ and RM spring to mind), though RQ is not a LOT more detailed than Traveler. In fact the main problem when people attempted to do this is, the mechanics were too unrealistic to support such a use case! I remember that RQ had the problem that melee-focused characters frequently were killed by their own fumbles, as statistically this would happen sooner-or-later. Claw Law/Arms Law kind of avoided those simple foibles, but it, and a couple other systems like Aftermath, were just too cumbersome for most people. Honestly, WotC D&D barely improved on this situation. I'd be hard pressed to name a system that has really measurably done so. AD&D 1e combat is still (aside from its horribly unclear/obtuse rules) fairly state-of-the-art, actually. Well, games like TSR's FASERIP Marvel Super Heroes game simply made the linkage less explicit. The same could be said for Top Secret. One very early example is Tunnels & Trolls, who's combat system is ENTIRELY abstract. These are not LESS abstract, in my opinion! Quite the opposite. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
On completely artificial restrictions
Top