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Why Combat is a Fail State - Blog and Thoughts
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<blockquote data-quote="Mannahnin" data-source="post: 9611239" data-attributes="member: 7026594"><p>Right. Combat was either very simple or you get into challenging judgement calls if the DM is put on the spot to invent a fair ruling for a special maneuver.</p><p></p><p></p><p>Yes, there is definitely an art and a science to it. Sometimes even a good room NAME can give substantial help to the DM in improvising from a spartan key, but balancing the amount of description and detail to give is a skill. And TBF "how much is enough" is a question with no one right answer because different DMs have different preferences, corresponding to their ability to extract relevant data from the text and to their ability to (and enjoyment of) improvise. Tomb of Horrors is probably a good example because it's a trap/puzzle dungeon. Each room needs enough detail to make it interactive. In other instances a given room might not need that much detail if there are monsters in it which can be talked to, and the adventure gives the DM enough data to RP the monsters, know what they want, etc.</p><p></p><p></p><p><a href="https://rolltop-indigo.blogspot.com/2018/05/the-invisible-rulebooks.html" target="_blank">Invisible Rulebooks.</a></p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9611239, member: 7026594"] Right. Combat was either very simple or you get into challenging judgement calls if the DM is put on the spot to invent a fair ruling for a special maneuver. Yes, there is definitely an art and a science to it. Sometimes even a good room NAME can give substantial help to the DM in improvising from a spartan key, but balancing the amount of description and detail to give is a skill. And TBF "how much is enough" is a question with no one right answer because different DMs have different preferences, corresponding to their ability to extract relevant data from the text and to their ability to (and enjoyment of) improvise. Tomb of Horrors is probably a good example because it's a trap/puzzle dungeon. Each room needs enough detail to make it interactive. In other instances a given room might not need that much detail if there are monsters in it which can be talked to, and the adventure gives the DM enough data to RP the monsters, know what they want, etc. [URL='https://rolltop-indigo.blogspot.com/2018/05/the-invisible-rulebooks.html']Invisible Rulebooks.[/URL] [/QUOTE]
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