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*TTRPGs General
When Combat Isn't Always *About* Combat
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<blockquote data-quote="Celebrim" data-source="post: 9585407" data-attributes="member: 4937"><p>Combat almost always trumps non-combat. That is to say, if eliminating the opposing team can be a strategy, then it's probably the ultimate strategy. If eliminating the opposing team isn't a strategy, it's usually because you have a sport with agreed upon rules by both sides they are willing to follow. You have to have a reason why both sides are unwilling to resort to unrestricted combat.</p><p></p><p>That said, tactics are always the intersection of terrain and weapons, so yes, if you want to have interesting combat then you have to provide interesting terrain, and your examples are in fact interesting terrain. Additionally, the commanders of the two sides can have different goals, usually because one or both sides are not willing to risk casualties or don't think they can successfully eliminate the other side. For example, it's an interesting change for the players to face an enemy that just wants to get away, but for some reason they can't afford to let get away. This can lead to situations which would never happen in a normal fight, such as the correct thing to do IS split the party.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9585407, member: 4937"] Combat almost always trumps non-combat. That is to say, if eliminating the opposing team can be a strategy, then it's probably the ultimate strategy. If eliminating the opposing team isn't a strategy, it's usually because you have a sport with agreed upon rules by both sides they are willing to follow. You have to have a reason why both sides are unwilling to resort to unrestricted combat. That said, tactics are always the intersection of terrain and weapons, so yes, if you want to have interesting combat then you have to provide interesting terrain, and your examples are in fact interesting terrain. Additionally, the commanders of the two sides can have different goals, usually because one or both sides are not willing to risk casualties or don't think they can successfully eliminate the other side. For example, it's an interesting change for the players to face an enemy that just wants to get away, but for some reason they can't afford to let get away. This can lead to situations which would never happen in a normal fight, such as the correct thing to do IS split the party. [/QUOTE]
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