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12 ways to improve TB RPG combat systems @ Sinister Design

by Dhruin, 2011-07-07 22:06:28

Craig Stern follows up his controversial op-ed piece on D&D combat with 12 ways to improve turn-based RPG combat systems. A sample:

(2) Give the player at least six characters. This one is absolutely key, and yet most western RPGs of the past 20 years have missed it. Imagine playing chess with only four pieces–you’d be looking at a game with greatly reduced tactical complexity and far less interesting matches.

Putting more characters under the player’s control pays great dividends in terms of tactics. More characters means that the player can be expected to handle much more involved combat scenarios, and becomes responsible for keeping more characters alive. This naturally gives rise to dilemmas about how to balance multiple objectives with minimal losses, which in turn make combat more interesting.

Jay Barnson also responds to the original article with Roll D20 to Hit:

Now onto the biggest subject: Randomness. Craig’s game doesn’t have randomness in combat resolution. There are many games that do not. They can be a lot of fun.

But for me, a lot of the fun (and skill) in RPGs comes from manipulating the system to get luck on your side. And the chance of failure – no matter how carefully you’ve tried to work the odds – keeps things exciting, and demands risk management. Sure, you may be 90% likely to kill the dragon before it gets the chance to attack again… but what happens if you don’t? Can you survive another onslaught of its fiery breath? Is it better to plan accordingly, sacrifice your chance of a quick kill to reduce your vulnerability?

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