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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Realistic Combat that's Simple(ish)
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="Argyle King" data-source="post: 9703210" data-attributes="member: 58416"><p>I can't speak for Celebrim.</p><p></p><p>For me personally:</p><p></p><p>•Suspension of disbelief is something I can get from games. That I can buy into the world that the game is presenting to me and think from a perspective that is more of the character's perspective; make decisions from the perspective of what makes sense in a given situation and from the mindset of the character is something I am capable of doing is something I prefer from a game. It needn't be a perfect model of reality, but what's going on in the game shouldn't grossly violate what makes sense. </p><p></p><p>•I definitely do find that GURPS leads to results that are more intuitive for me. Fire burns and behaves like fire; HP has some semblance of meaning; etc. Like you, I cut down a lot of rules. But what makes me confident in cutting down some of the rules is feeling that the rules and the structure of the game are less often clashing against how I think something should be ruled.</p><p></p><p>•I can and have enjoyed games that are built as games first and less concerned about some manner of being "intuitive." However, it helps if the game (or the group with whom I'm playing the game) tells me that up front. There was a time when I loathed D&D 4th Edition, but that was primarily due to the game being advertised as a different experience than it was. When I used it for what it actually was, I enjoyed it. </p><p></p><p>•This doesn't apply to you. It's more of a general train of thought: I've noticed that a lot of people appear to be of the mind that "fiction first" and narrative play is at odds with simulation/emulation and crunch. I don't believe that. For me, I think fiction and narrative can be built upon and organically emerge from a solid mechanical foundation. Crunch (rules) and fluff (non-rules) should work in tandem and have a coherent relationship. </p><p></p><p>•I don't particularly like tic-tac-toe. I don't think that the mechanics of tic-tac-toe would suit the OP's needs.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9703210, member: 58416"] I can't speak for Celebrim. For me personally: •Suspension of disbelief is something I can get from games. That I can buy into the world that the game is presenting to me and think from a perspective that is more of the character's perspective; make decisions from the perspective of what makes sense in a given situation and from the mindset of the character is something I am capable of doing is something I prefer from a game. It needn't be a perfect model of reality, but what's going on in the game shouldn't grossly violate what makes sense. •I definitely do find that GURPS leads to results that are more intuitive for me. Fire burns and behaves like fire; HP has some semblance of meaning; etc. Like you, I cut down a lot of rules. But what makes me confident in cutting down some of the rules is feeling that the rules and the structure of the game are less often clashing against how I think something should be ruled. •I can and have enjoyed games that are built as games first and less concerned about some manner of being "intuitive." However, it helps if the game (or the group with whom I'm playing the game) tells me that up front. There was a time when I loathed D&D 4th Edition, but that was primarily due to the game being advertised as a different experience than it was. When I used it for what it actually was, I enjoyed it. •This doesn't apply to you. It's more of a general train of thought: I've noticed that a lot of people appear to be of the mind that "fiction first" and narrative play is at odds with simulation/emulation and crunch. I don't believe that. For me, I think fiction and narrative can be built upon and organically emerge from a solid mechanical foundation. Crunch (rules) and fluff (non-rules) should work in tandem and have a coherent relationship. •I don't particularly like tic-tac-toe. I don't think that the mechanics of tic-tac-toe would suit the OP's needs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Realistic Combat that's Simple(ish)
Top