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General Tabletop Discussion
*TTRPGs General
The importance of non combat rules in a RPG.
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<blockquote data-quote="Stalker0" data-source="post: 5036593" data-attributes="member: 5889"><p>I think many RPGs focus on combat rules....because noncombat rules are much harder overall.</p><p></p><p></p><p>The reason is that rules can often help combat, it enhances the tactical play that many players enjoy, or it provides a variety of different actions that players can use. Also...the results tend to be more concrete. The enemy is dead and I am not. I hit or I didn't, etc.</p><p></p><p></p><p>Noncombat encounters can be much more subtle in their goals, and one thing I have found is that rules tend to hinder social encounters. Describing a combat action and then rolling some dice magnifies the tension and excitement of combat.</p><p></p><p>However, saying a few sentences, rolling a die, and then saying a few more lines tends to have the opposite effect. Players will lose the momentum of their conversations and have more trouble acting in character when they break it up with dice rolling.</p><p></p><p></p><p></p><p>Now that said I don't think noncombat rules are completely out of place. Perks and Flaws are mechanics that can often have noncombat aspect, and are one of my favorite parts of nonDnd systems. I like getting to buy a "nemesis" flaw and come up with my personal foil....or buying some contact perks and creating my social network of informants.</p><p></p><p>Also I think drama point systems that allow players to customize the scene slightly are wonderful roleplaying tools that allow a player to contribute and become further immersed in both combat and noncombat situations.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 5036593, member: 5889"] I think many RPGs focus on combat rules....because noncombat rules are much harder overall. The reason is that rules can often help combat, it enhances the tactical play that many players enjoy, or it provides a variety of different actions that players can use. Also...the results tend to be more concrete. The enemy is dead and I am not. I hit or I didn't, etc. Noncombat encounters can be much more subtle in their goals, and one thing I have found is that rules tend to hinder social encounters. Describing a combat action and then rolling some dice magnifies the tension and excitement of combat. However, saying a few sentences, rolling a die, and then saying a few more lines tends to have the opposite effect. Players will lose the momentum of their conversations and have more trouble acting in character when they break it up with dice rolling. Now that said I don't think noncombat rules are completely out of place. Perks and Flaws are mechanics that can often have noncombat aspect, and are one of my favorite parts of nonDnd systems. I like getting to buy a "nemesis" flaw and come up with my personal foil....or buying some contact perks and creating my social network of informants. Also I think drama point systems that allow players to customize the scene slightly are wonderful roleplaying tools that allow a player to contribute and become further immersed in both combat and noncombat situations. [/QUOTE]
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