Showing posts with label simplifying combat. Show all posts
Showing posts with label simplifying combat. Show all posts

Monday, February 15, 2021

Simplifying combat: damage for dummies

Remember how I was saying that combat is boring, and we should get rid of initiative? That was a pretty cool idea, right? You see, this obsession with making combat as simple as possible is not new for me, but it received new life when a role-playing friend of mine asked how I could make combat as simple as possible without losing too much.

What could be simpler than a good smack to the mouth?

Of course, your definition of "too much" is as subjective as mine. But this friend shares certain sensibilities, or at least he understands mine. Since we're both software engineers, we're quick to see the advantage of making any calculation as simple as possible. Indeed, all good programmers are a certain kind of lazy.

(Humorous irony: The person who wrote the article I linked to above just so happens to play Pathfinder. Not exactly a paragon of simplicity in mechanics, is it?)

There's something about Pathfinder art that I find exhausting

Anyway, I'm getting off-topic. My apologies. Let's get back on track. Today's goal is to get rid of hit points and rolling for damage. Can we combine hitting and damaging into one simple roll? Well, yes, but that's been done before. We're also going to pare damage tracking down to the bone.

Sunday, January 31, 2021

Simplifying Combat: dropping the initiative roll

Hey, isn't combat boring?

Wait, what? You thought combat was what role-playing was all about? No, I believe you're thinking about war-gaming. Role-playing is a distinct type of gaming, arguably not-a-game — among it's many odd features, two that stick out for me are the fact that (1) the rules are almost secondary, and (2) "winning," per se, isn't terribly important or even necessarily possible.

In that context, how are we expected to revel in combat? Some people enjoy very detailed simulationist mechanics, and in those games, players are likely thinking deeply about minimaxing their characters, comboing their abilities and optimizing their team synergy. That's fine and good, but I'd say even if you were ostensibly role-playing when you started doing that, you've temporarily segued into wargaming. Just not my style, I'm afraid.

Preach on, brother

What don't I like about role-playing combat? Well, first of all, it's slow. When a minute ago you might have been narrating over days at a time, in combat, you often find yourself spending an hour of realtime in correspondence with thirty-seconds of gametime. That ruins the pacing of an otherwise breezy session.

Second, it feels like a different kind of activity. This is a product of the wargaming aspect, and the way that combat slows things down. When a character wants to pick a lock, you talk it out, state a difficulty, roll and move on. Not so with combat. Instead, everyone is acting in a highly regimented order, and the conversational flow of the action is lost.

Personally, I'd love to get rid of the combat round, and replace it with something more free-flowing. For all the criticisms lobbed their way, this is something the World games (Apocalypse World, Dungeon World, etc.) accomplish quite nicely. The game conversation flows in exactly the same way, with players taking turns, round robin, to say what they are doing, and the GM responding in turn.

I'm not quite ready to go that far, however. But I do think we can do away with initiative.