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Systems Where You Dread Running Combat
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<blockquote data-quote="Retreater" data-source="post: 8384106" data-attributes="member: 42040"><p>Perhaps I am alone in this, but there are systems I otherwise enjoy with the exception of an important portion of the game - such as combat. </p><p>For me, some of these systems include Warhammer Fantasy 4e and Savage Worlds. </p><p>Both systems include pretty easy task resolution systems outside of combat. In fact, I would say that they're mostly more straightforward and easy-to-grasp than d20 systems like Pathfinder or D&D. </p><p>IMO, where the simplicity of the systems falter are in combat, which should be the most exciting and engaging segment of the game. </p><p>You roll to hit, you judge the number of "raises" (or success levels) over the target number, which is usually in flux due to dodge actions. Then that number is subtracted from a toughness and armor number, but then that total is modified by the attack's potency against armor (Armor Piercing). Then you figure out where the attack landed, roll on a chart to see if there's lingering injuries, which must be accounted for in subsequent fights as additional modifiers. Et cetera.</p><p>Then you have metacurrency that can impact your rolls, from Bennies to Fortune/Fate points. Strange systems for determining Initiative order (in the case of Savage Worlds at least). Complex healing rules that take days to enact. Death spirals to keep up with. Specialized critical hit and fumble charts. </p><p>Are there any systems that you find yourself dreading combat (or other significant portions of the game)? How do you get past it in your GM brain? Do you just avoid those rules sets altogether?</p></blockquote><p></p>
[QUOTE="Retreater, post: 8384106, member: 42040"] Perhaps I am alone in this, but there are systems I otherwise enjoy with the exception of an important portion of the game - such as combat. For me, some of these systems include Warhammer Fantasy 4e and Savage Worlds. Both systems include pretty easy task resolution systems outside of combat. In fact, I would say that they're mostly more straightforward and easy-to-grasp than d20 systems like Pathfinder or D&D. IMO, where the simplicity of the systems falter are in combat, which should be the most exciting and engaging segment of the game. You roll to hit, you judge the number of "raises" (or success levels) over the target number, which is usually in flux due to dodge actions. Then that number is subtracted from a toughness and armor number, but then that total is modified by the attack's potency against armor (Armor Piercing). Then you figure out where the attack landed, roll on a chart to see if there's lingering injuries, which must be accounted for in subsequent fights as additional modifiers. Et cetera. Then you have metacurrency that can impact your rolls, from Bennies to Fortune/Fate points. Strange systems for determining Initiative order (in the case of Savage Worlds at least). Complex healing rules that take days to enact. Death spirals to keep up with. Specialized critical hit and fumble charts. Are there any systems that you find yourself dreading combat (or other significant portions of the game)? How do you get past it in your GM brain? Do you just avoid those rules sets altogether? [/QUOTE]
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