CleverNickName
Limit Break Dancing (He/They)
This just piqued an idea in my head. What if there was a way of determining the result of a combat, taking into account character and enemy capabilities, without resorting to turn by turn, blow by blow approach.
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So instead of commiting the the time intensive turn-by-turn combat mechanics for EVERY last fight, a way that we can skip to the end result an not get bogged down. Which incorporates what characters and enemies are capable of and lets player know the effect their character had relative to their characters capabilities.
These aren't bad ideas, and they sound like they would be a lot of fun to play...especially for story-focused games. I don't think it would work for me, though. Maybe I'm just old-fashioned, but I like round-by-round, turn-based combat sequences. I just don't like the game bogging down from information overload.Something like:
GM, build an encounter by picking from the following perils. For instance, if you have a gang of pirates, one peril could be 'hacked to shreds,' while another might be 'tossed overboard and nearly drowned.' Sometimes an encounter would have multiple instances of the same peril. PCs take turns picking from the perils, until every peril is being confronted. Then the PCs make a saving throw to mitigate the effect. On a success, he only suffers a weaker version of the peril. On a failure, he gets the full bad result.
PC narration can grant them bonuses to their save.
Players in 3.5E have to divide their attention between their character sheets, the battlemat, everyone else at the table, and the story I am trying to tell. That's a lot to keep track of.