CleverNickName
Limit Break Dancing (He/They)
It's combat in general; I think it distracts too much from the story. Like I'll be trying to explore an ancient ruin and find some clues about what happened to the ancient cultists who once lived here...but we keep stopping every ten minutes to have an hour-long combat scene against some rats or bugs. I wish it was the other way around: an hour or two of exploration, with ten-minute rat interruptions. Or better yet, I'd rather handwave those rats and get back to the more interesting stuff. Who cares about rats?Oh? That is very interesting! So what about combat is it that makes it the least interesting?
Is it combat in general, or a specific system's combat?
What would make combat really really fun for you as a main feature of an adventure?
TTRPGs that don't use a battle mat and use theater of the mind are better for me, because they help keep me focused on the setting and the characters (instead of describing everything in "squares" and "actions," for example.) And I admit, D&D has gotten better in 5th Edition compared to other earlier versions. Even so, I prefer games like Dread, which resolve combat with a single nail-biting mechanic. I'd like combat to be kept to a minimum, and serve only to drive the story: unless these were ancient rat-cultists, and those rats are going to lead us to a major discovery, I'd rather we ignore them.
So I voted for the "no combat needed" option in the poll.
I want to stress something important in case it gets missed: when I said it's my "least favorite thing" about RPGs, I'm not saying it's bad, or suggesting it be changed or removed. I know that the hobby has its roots in fantasy wargaming, and I know that most folks play FRPGs as combat simulators. It's just that if I had to list out all of the things I liked about fantasy roleplaying games, combat would be at the very bottom of that list. I still enjoy it...but I enjoy it the least.
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