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What constitutes Grind? What causes it?
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<blockquote data-quote="ExploderWizard" data-source="post: 5115360" data-attributes="member: 66434"><p>Beating on walls of hit points at a predictable pace produces grind.</p><p> </p><p> Knowing that there are no major tide turning resources on either side adds to the feeling of predictability.</p><p> </p><p>Generally I have found that less swing = more potential for grind. The added elements of set piece terrain, hazards, and additional objectives in combat can help somewhat but I honestly believe that if these things are needed in liberal doses to fix grind and make combat interesting then there is an underlying problem. </p><p> </p><p>The pressure to keep up these gimmicks in a large number of encounters or else the battles become grinds isn't a satisfying solution. The mechanics for resolving combat should not attempt to dictate playstyle. </p><p>A combat should be interesting and keep players engaged equally whether it is fought in a plain 40 x 40 guardroom or inside a pinball machine. </p><p> </p><p>Another factor that can contribute to the feeling of grind is turn based initiative. The measured rhythm of cycling turns is capable of inducing a hypnotic lethargy all on its own at times. This is simply another predictable pattern. All the excitement of first strike and gaining tactical positioning is decided in the opening round. After that, moves become chesslike and everyone waits in thier own little world until they get to do something. Certainly there are tactical moves to be made throughout the combat but most are cold calculations based on the initiative order that will settle into a predictable routine much like a mathematical order of operations. I think this is also why the pinball machine effect is so heavily relied upon. It adds an element of change to a combat system that is fairly static.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5115360, member: 66434"] Beating on walls of hit points at a predictable pace produces grind. Knowing that there are no major tide turning resources on either side adds to the feeling of predictability. Generally I have found that less swing = more potential for grind. The added elements of set piece terrain, hazards, and additional objectives in combat can help somewhat but I honestly believe that if these things are needed in liberal doses to fix grind and make combat interesting then there is an underlying problem. The pressure to keep up these gimmicks in a large number of encounters or else the battles become grinds isn't a satisfying solution. The mechanics for resolving combat should not attempt to dictate playstyle. A combat should be interesting and keep players engaged equally whether it is fought in a plain 40 x 40 guardroom or inside a pinball machine. Another factor that can contribute to the feeling of grind is turn based initiative. The measured rhythm of cycling turns is capable of inducing a hypnotic lethargy all on its own at times. This is simply another predictable pattern. All the excitement of first strike and gaining tactical positioning is decided in the opening round. After that, moves become chesslike and everyone waits in thier own little world until they get to do something. Certainly there are tactical moves to be made throughout the combat but most are cold calculations based on the initiative order that will settle into a predictable routine much like a mathematical order of operations. I think this is also why the pinball machine effect is so heavily relied upon. It adds an element of change to a combat system that is fairly static. [/QUOTE]
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What constitutes Grind? What causes it?
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