Combat vs RP
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I DMed a lot of shadowrun, and I really do love both of them equally. RP makes the world fun and meaningful, while combat gives it physicality, makes it real.
I miss it, if only I could afford to spend 10 hours on prep every week :<
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I DMed a lot of shadowrun, and I really do love both of them equally. RP makes the world fun and meaningful, while combat gives it physicality, makes it real.
I miss it, if only I could afford to spend 10 hours on prep every week :<
I'll expand this and say encounters. Sneaking past a patrol, disarming a trap, or charming a suspicious cook having a break at the service entrance... Those encounters often require some rp, but damn if there aren't stakes.
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Combat can be fun, but DnD in particular reeaaally drags sometimes. An excellent DM helps, but even Dimension 20 takes a full session for a big combat encounter, which is usually just exhausting IMO. I much prefer systems like PBTA that keep combat pretty breezy and improv-friendly.
Most ttrpgs are a roleplaying game glued to a strategy game and we flip flop between the games as we play. PBTA is a roleplaying game end to end. I love it with a group that enjoys roleplaying and doesn't care for strategy.
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Personally I find adding a lot of flavor that has no mechanical impact kind of distracting and tiresome in a different way. Like, sure, it sounds cool you slashed their ankles or whatever, but if it doesn't do anything I need to discard that. I can't, in most systems, then be like "ok he just got stabbed in the leg he's off balance. I can take advantage of that!". It's just noise.
Some people have been like "You just don't have any imagination!" but it's not that. It's that the flavor stuff is often actively not true, and it's tiresome to hold two separate world states in mind at the same time. One where the fighter just stabbed the guy in the hand and threw sand in his eyes, and the other where he hit for 5 damage and his hand + eyes are fine.
(Contrast Fate, which explicitly encourages you to be creative about the scene, and lets you mechanically benefit as well.)
Exactly this. Well said. I don't understand why people love the long meaningless descriptions. Does FATE narrative always match the mechanics like PBTA does?
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Exactly this. Well said. I don't understand why people love the long meaningless descriptions. Does FATE narrative always match the mechanics like PBTA does?
I don't know PBTA well but I believe so.
Basically, every scene and character can have 'aspects', which are things that are true about them. They're free form. Sometimes they're just there, like if you're in a bar it might have "Bubbling with drunk banter" or "Loud Pop Punk Soundtrack". Aspects can then affect what makes sense in the scene. "Loud Pop Punk" can make it easier to move without being heard, but harder to make a speech because no one can hear you, for example.
You can also explicitly create aspects. Turn off the jukebox and the aspect might change to "Weirdly Quiet Bar" or whatever. In a fight, you can use the "create an advantage" move. That's for stuff that isn't about taking them out of the conflict right now, but setting things up. Like pushing them off balance, disarming them, screaming "LOOK! A DISTRACTION!" whatever. If the roll comes out if your favor, you can create an aspect that's true and can also be invoked for a numeric bonus on a dice roll. So if you pants the guy you're fighting, he can't run full speed to chase you because his pants are down. You can also invoke that if you want to kick his ass, for a bonus on the dice roll.
These are all free form and it's up to the group to decide what it actually means. Most groups probably wouldn't let you invoke "I'm literally on fire!!" as a bonus if you're trying to sneak through a crowd.
Typically, as I understand it, you're either trying to take them out of the fight or trying to create advantages for side of the conflict. On a dramatic success on trying to take someone out, you can also create a small advantage.
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Come play World of Darkness, where that's the main focus!
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Personally I find adding a lot of flavor that has no mechanical impact kind of distracting and tiresome in a different way. Like, sure, it sounds cool you slashed their ankles or whatever, but if it doesn't do anything I need to discard that. I can't, in most systems, then be like "ok he just got stabbed in the leg he's off balance. I can take advantage of that!". It's just noise.
Some people have been like "You just don't have any imagination!" but it's not that. It's that the flavor stuff is often actively not true, and it's tiresome to hold two separate world states in mind at the same time. One where the fighter just stabbed the guy in the hand and threw sand in his eyes, and the other where he hit for 5 damage and his hand + eyes are fine.
(Contrast Fate, which explicitly encourages you to be creative about the scene, and lets you mechanically benefit as well.)
This is one thing cool about DCC (among several), that warriors can attempt a mighty deed along with their attack to get extra effects, like slashing their ankles, throwing sand in their eyes, swinging from a chandelier or anything else. Then the GM decides what effect it has. It makes warriors a lot more bad-ass than just whack whack whack.
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Come play World of Darkness, where that's the main focus!
Imo WoD I feel gets the right balance of RP and streamlined combat with optional additional rules if they are needed. I'm also generally a firm believer in combat means all other forms of diplomacy has failed. I also love that no matter how strong you are, everyone has 7 points of health they can take (but there are ways of getting around that especially for mages)
And for all the good and bad that the 5e splats that Paradox is putting out, the "3 rounds and call it" philosophy of combat is something I enjoy immensely.
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People will say this and still only play Dungeon Combat Game 5e rather than 1 of a thousand systems designed for exactly the type of player they are lmao
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I just want the story to move forward.
Also, having a combat in 2 rolls build tension for when you can, in fact, avoid the combat.