Realistic Combat that's Simple(ish)

I think it is rather obvious that the frequency of character death is pretty significant contributor to how annoying a player having to sit out a session or two until the new character is introduced is. If it is something that might happen once in a campaign if you have bad luck it is fine. If it keeps happening every few sessions then at least to me that would not be fine. People's tolerance to this will vary.
 
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I think it is rather obvious that the frequency of character death is pretty significant contributor to how annoying a player having to sit out a session or two until the new character is introduced is. If it is something that might happen once in a campaign if you have bad luck is fine. If it keeps happening every few sessions then at least to me that would not be fine. People's tolerance to this will vary.
It is also time to pause and reflect if you want to keep playing, the character's arc is over, what is the investment? Sit out a session or two is often not an option.
 


Anyway, the topic.

When designing rules for a game and wanting to keep them simple, one needs to identify when making something more complicated is "worth it." I was recently contemplating D&D variant that had less HP, AC was just evasion type defences (avoiding to getting hit) and armour was DR. And it is not hard to construct a system like this. But I also am not sure it is worth (even the relatively moderate) increase in complexity. Like will those differences be actually felt in play? Like effectively it is not significantly different whether things have some DR and less hit points or just more hit points. Math ends up working pretty much the same. 🤷

And what to model and what not depends on what sort of choices you want to have in the game (both play wise and build wise.) Because these mechanics need to make the choices feel distinct. If you want choosing between agile and dodgy and armoured and tanky feel different, then you need to build rules so that they play differently. If you want selecting your weapon to be an important choice, then different weapons need to have different strength and weaknesses, and that probably necessitates some complexity that makes representing that possible. Like if you want some guns to have better armour penetration and some to be more damaging but not so good against armour you need to somehow model that. (Which BTW is surprisingly difficult.)

So what I'm saying that one needs to identify what sort of things will feature in the game and be important and then build the system to support that. Like people noted earlier, it is rather different to design a medieval combat system that represents nuances of various differently armed and armoured humans (or close enough) fighting each other than one that also needs to be able to handle fighting giants, dragons etc weird stuff. You can of course try to have system that can do everything, but then it certainly won't be both realistic and simple, most likely neither!
 
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Anyway, the topic.

When designing rules for a game and wanting to keep them simple, one needs to identify when making something more complicated is "worth it." I was recently contemplating D&D variant that had less HP, AC was just evasion type defences (avoiding to getting hit) and armour was DR. And it is not hard to construct a system like this. But I also am not sure it is worth (even the relatively moderate) increase in complexity. Like will those differences be actually felt in play? Like effectively it is not significantly different whether things have some DR and less hit points or just more hit points. Math ends up working pretty much the same. 🤷

My own observation is that sort thing feels much more visible in play than you'd think, even if the final result doesn't change overly. Of course YMMV.
 

By evaluation of conversations I've had over literally decades. If that's not good enough for you, feel free to disregard me, but don't wait for me to change my mind because of it.
I was just asking a question

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