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<blockquote data-quote="BobTheNob" data-source="post: 5812583" data-attributes="member: 82425"><p>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.</p><p></p><p>So, for instance "You smash into the room and engage the goblins in combat....By the time the bloody scrap is over'</p><p>* <Fighter with large axe but little armor> managed a huge amount of damage and fallen enemies, but took great wounds in the process</p><p>* <Other Fighter>Didnt take alot of damage, but did cop a poisoned arrow to the chest and is going to need to do something about it quickly</p><p>* <Rogue who snuck around the edges taking opportunity attacks>took little damage and managed to kill the goblin hexer before he really had any effect</p><p>* <Mage> spells didnt go too well this time and had little overall effect on the outcome</p><p></p><p>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.</p><p></p><p>I might be dreaming, but its an interesting thought.</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5812583, member: 82425"] 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. So, for instance "You smash into the room and engage the goblins in combat....By the time the bloody scrap is over' * <Fighter with large axe but little armor> managed a huge amount of damage and fallen enemies, but took great wounds in the process * <Other Fighter>Didnt take alot of damage, but did cop a poisoned arrow to the chest and is going to need to do something about it quickly * <Rogue who snuck around the edges taking opportunity attacks>took little damage and managed to kill the goblin hexer before he really had any effect * <Mage> spells didnt go too well this time and had little overall effect on the outcome 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. I might be dreaming, but its an interesting thought. [/QUOTE]
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