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General Tabletop Discussion
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The importance of non combat rules in a RPG.
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<blockquote data-quote="Ariosto" data-source="post: 5034755" data-attributes="member: 80487"><p>I think it is primarily the last. However, any situation that entails potential character death is likely to require an extra helping of procedural assurance that the outcome is acceptable.</p><p></p><p>It need not be a detailed tactical combat simulation. The original D&D rules certainly are not that! Roll 1d20 for each combatant, 1d6 for "hits", and whoever has points left ends that round among the quick rather than the dead. The more hit dice you get, the more hit points -- and decision points before death -- you have on average. That matter of having chances to assess the situation is the reason for rounds. The big question (after whether to fight in the first place) is whether to stand, surrender or attempt to withdraw. The big concern is not so much with process as with consequences: Who won, and at what cost?</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5034755, member: 80487"] I think it is primarily the last. However, any situation that entails potential character death is likely to require an extra helping of procedural assurance that the outcome is acceptable. It need not be a detailed tactical combat simulation. The original D&D rules certainly are not that! Roll 1d20 for each combatant, 1d6 for "hits", and whoever has points left ends that round among the quick rather than the dead. The more hit dice you get, the more hit points -- and decision points before death -- you have on average. That matter of having chances to assess the situation is the reason for rounds. The big question (after whether to fight in the first place) is whether to stand, surrender or attempt to withdraw. The big concern is not so much with process as with consequences: Who won, and at what cost? [/QUOTE]
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