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<blockquote data-quote="Jay Murphy1" data-source="post: 8389501" data-attributes="member: 6994549"><p>I dread (and so don't play it anymore) combat in Champions. I like Supers for the personal drama which develops. Champions combat would eat all the game time up so I never felt a living world had room to grow.</p><p>These days I have been real lucky with my Basic DnD games. The players I had would use the environment, team coordination and swashbuckling actions to create pretty wild combats. We used the "to-hit" roll to cover many physical actions one could take in a chaotic melee. My games seem to have grown into everything being roleplayed and the players (and myself) describe actions we intend to take and play it out. With group initiative there is an opportunity to coordinate actions, deciding who does what first. combat roll is only used when it is time to achieve a result. Even this extrapolated on. Players get to narrate their hit, dirty tricks are used. The to-hit roll becomes an indicator of success/failure as well as degree of success/failure if the roll is really extremely bad or good. </p><p></p><p>TLDNR; if your combats are boring you are doing boring things. Become interesting, ruthless and unrelenting.</p></blockquote><p></p>
[QUOTE="Jay Murphy1, post: 8389501, member: 6994549"] I dread (and so don't play it anymore) combat in Champions. I like Supers for the personal drama which develops. Champions combat would eat all the game time up so I never felt a living world had room to grow. These days I have been real lucky with my Basic DnD games. The players I had would use the environment, team coordination and swashbuckling actions to create pretty wild combats. We used the "to-hit" roll to cover many physical actions one could take in a chaotic melee. My games seem to have grown into everything being roleplayed and the players (and myself) describe actions we intend to take and play it out. With group initiative there is an opportunity to coordinate actions, deciding who does what first. combat roll is only used when it is time to achieve a result. Even this extrapolated on. Players get to narrate their hit, dirty tricks are used. The to-hit roll becomes an indicator of success/failure as well as degree of success/failure if the roll is really extremely bad or good. TLDNR; if your combats are boring you are doing boring things. Become interesting, ruthless and unrelenting. [/QUOTE]
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