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Quasi-Playtest: OSR Fighter
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<blockquote data-quote="GMMichael" data-source="post: 8356851" data-attributes="member: 6685730"><p>Oh yeah. I take that attitude every time I finish a D&D combat... which is why I'm not basing my OSR on D&D. That being said, there will be similarities.* </p><p></p><p>One reason the scenes-of-combat don't seem slow is that PCs can act at any time, which means they're involved instead of waiting between turns. PCs still have the option of saying "I attack" and then rolling the d20 and a damage die (somehow, the less-boring possibility, per your quote?), but it's hard to get a role-playing- or difficulty-bonus from the GM if you don't describe what your character is up to. Another reason these combats don't take too long: unparried attacks go straight to damage. So there's no "slog" of wearing down hit points, unless your opponent is well-armored and intent on staying defensive.</p><p></p><p>*For example, several editions ago, a skill check was just a glimmer in a designer's eye. Ability checks were almost an afterthought, because non-combat play was supposed to be about creative thinking, not rules-thinking. The combat rules spelled out what each class could do in combat, effectively limiting players to those options. So I'll be using a list of combat actions, effectively creating the wargame you mention (which is also the origin of D&D): fight, parry, move, hide, flee, cast spell, save(ing throw), grab, and other.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8356851, member: 6685730"] Oh yeah. I take that attitude every time I finish a D&D combat... which is why I'm not basing my OSR on D&D. That being said, there will be similarities.* One reason the scenes-of-combat don't seem slow is that PCs can act at any time, which means they're involved instead of waiting between turns. PCs still have the option of saying "I attack" and then rolling the d20 and a damage die (somehow, the less-boring possibility, per your quote?), but it's hard to get a role-playing- or difficulty-bonus from the GM if you don't describe what your character is up to. Another reason these combats don't take too long: unparried attacks go straight to damage. So there's no "slog" of wearing down hit points, unless your opponent is well-armored and intent on staying defensive. *For example, several editions ago, a skill check was just a glimmer in a designer's eye. Ability checks were almost an afterthought, because non-combat play was supposed to be about creative thinking, not rules-thinking. The combat rules spelled out what each class could do in combat, effectively limiting players to those options. So I'll be using a list of combat actions, effectively creating the wargame you mention (which is also the origin of D&D): fight, parry, move, hide, flee, cast spell, save(ing throw), grab, and other. [/QUOTE]
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