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General Tabletop Discussion
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Should combat be more chaotic?
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<blockquote data-quote="Jon_Dahl" data-source="post: 5783820" data-attributes="member: 89822"><p>It's your turn.</p><p>You take a good look at the battle map and pause to ponder. Your friends around the table try to influence you with their opinions... And you agree with them. After a careful consideration you decide to cast an area spell. Smoothly you place that 20 ft. radius spell so that it won't touch your companions and cause maximum damage to your enemies.</p><p></p><p>Since it's a roleplaying game, should we act out combats in a more immersive way? Should there be less comprehensive descriptions of enemies and what is happening around you? Should there be more mistakes and "friendly fire"-incidents? Should everyone tell immediately without hesitation what they're going to do, since the combat rounds are very short? Should considerations and calculations be banned from combats?</p><p></p><p>I usually don't let players backtrack, unless we had some miscommunication ("so there are five giants, not just one?"). This sometimes seems a bit brutal to my players... And also I like to enforce fumble-rules in combat, but they're not deadly. In my games there will be no fatalities if four 1st-level warriors fight wooden dummies for 2 minutes.</p><p></p><p>Should GM enforce the sense of panic and confusion in combat, or is it much better to leave this up to the players? Enforcing hectic combats can leave some players bitter if they can't keep up, but on the other hand it's a roleplaying game and things that help immersion should be underlined.</p></blockquote><p></p>
[QUOTE="Jon_Dahl, post: 5783820, member: 89822"] It's your turn. You take a good look at the battle map and pause to ponder. Your friends around the table try to influence you with their opinions... And you agree with them. After a careful consideration you decide to cast an area spell. Smoothly you place that 20 ft. radius spell so that it won't touch your companions and cause maximum damage to your enemies. Since it's a roleplaying game, should we act out combats in a more immersive way? Should there be less comprehensive descriptions of enemies and what is happening around you? Should there be more mistakes and "friendly fire"-incidents? Should everyone tell immediately without hesitation what they're going to do, since the combat rounds are very short? Should considerations and calculations be banned from combats? I usually don't let players backtrack, unless we had some miscommunication ("so there are five giants, not just one?"). This sometimes seems a bit brutal to my players... And also I like to enforce fumble-rules in combat, but they're not deadly. In my games there will be no fatalities if four 1st-level warriors fight wooden dummies for 2 minutes. Should GM enforce the sense of panic and confusion in combat, or is it much better to leave this up to the players? Enforcing hectic combats can leave some players bitter if they can't keep up, but on the other hand it's a roleplaying game and things that help immersion should be underlined. [/QUOTE]
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Should combat be more chaotic?
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