Post by Deleted on May 3, 2014 23:12:57 GMT -8
I can't imagine I'll anything to this discussion except, at best, a summary of points already made. But for what it's worth, my Rule of Three for combat is:
Deliberate, Decisive, Dynamic
A combat should be Deliberate, not random. There should be a plot-relevant reason why it occurs and something should hang on its outcome. If, going into the combat, you know the heroes are going to win, then just let them win. Be honest about it. "The fight is tough, but you drive your attackers away and two lie dead or dying in the rain-washed alley." Work out damage, if necessary, and move on.
This can anger some players who feel cheated of an experience (and XP), but when they realize that "roll for initiative" actually means that something's at stake, the tension involved in proper combats will ramp up and their enthusiasm will rise accordingly.
Decisive combats are quick, brutal and clear. If I hit you and you don't parry, dodge or block, you're going down. Lasting damage may not be huge but, right now, you're out of the fight. This keeps combats short and provides for a clear, quick outcome that puts us back on the plot path.
Finally, Dynamic combat means getting away from the D&D tactical miniatures combat style and moving towards the sort of exiting swordplay Westley and Inigo had in The Princess Bride. Dynamic combat makes use of scenery, peppers attacks with dialogue and sees players switching opponents often. It can be hard to encourage players to engage with the theatre of the mind and in early days it can involve a lot of asking "where's character X?" And, "is there a chandelier in the atrium?" If you have a "yes, and..." style, though, players should quickly grasp the principle that, if it's cool and makes sense, give it a go, combats can become endlessly entertaining for all concerned.
Deliberate, Decisive, Dynamic
A combat should be Deliberate, not random. There should be a plot-relevant reason why it occurs and something should hang on its outcome. If, going into the combat, you know the heroes are going to win, then just let them win. Be honest about it. "The fight is tough, but you drive your attackers away and two lie dead or dying in the rain-washed alley." Work out damage, if necessary, and move on.
This can anger some players who feel cheated of an experience (and XP), but when they realize that "roll for initiative" actually means that something's at stake, the tension involved in proper combats will ramp up and their enthusiasm will rise accordingly.
Decisive combats are quick, brutal and clear. If I hit you and you don't parry, dodge or block, you're going down. Lasting damage may not be huge but, right now, you're out of the fight. This keeps combats short and provides for a clear, quick outcome that puts us back on the plot path.
Finally, Dynamic combat means getting away from the D&D tactical miniatures combat style and moving towards the sort of exiting swordplay Westley and Inigo had in The Princess Bride. Dynamic combat makes use of scenery, peppers attacks with dialogue and sees players switching opponents often. It can be hard to encourage players to engage with the theatre of the mind and in early days it can involve a lot of asking "where's character X?" And, "is there a chandelier in the atrium?" If you have a "yes, and..." style, though, players should quickly grasp the principle that, if it's cool and makes sense, give it a go, combats can become endlessly entertaining for all concerned.