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Two Combat Systems, One Game
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<blockquote data-quote="Li Shenron" data-source="post: 8835312" data-attributes="member: 1465"><p>When I used a simplified combat resolution instead of full combat rules, it was because the combat was easy and the details not important (the important part was the players' own choice to deal with the situation by force rather than in other ways). It would have been a waste of time to run the combat with the full rules, so I think even the most tactical of players were happy to move on, they probably would have considered it a pushover and not a real combat.</p><p></p><p>When I used TotM (mostly full combat rules except for handwaving exact ranges, directions, areas) the reason was typically that the environment didn't offer much to work with for instance in terms of cover, higher ground, and interactive scenery.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8835312, member: 1465"] When I used a simplified combat resolution instead of full combat rules, it was because the combat was easy and the details not important (the important part was the players' own choice to deal with the situation by force rather than in other ways). It would have been a waste of time to run the combat with the full rules, so I think even the most tactical of players were happy to move on, they probably would have considered it a pushover and not a real combat. When I used TotM (mostly full combat rules except for handwaving exact ranges, directions, areas) the reason was typically that the environment didn't offer much to work with for instance in terms of cover, higher ground, and interactive scenery. [/QUOTE]
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