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RPG Combat

Started by estar, January 21, 2009, 03:55:19 PM

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Balbinus

Minis distract me from rp, and from visualising the scene other than in purely tactical terms, so I don't tend to use them.

Other folk, well, some of them find the minis help them visualise the scene and so help them rp.  People vary on stuff like that.

Gurps 3e didn't need minis, it never even occurred to us to use them, and the combat wasn't particularly complex either.  I can't speak to 4e.

I do think the D&D4e system would clash with rp for me, but that doesn't mean those who do play it don't rp, after all, they're not me.

estar

Quote from: Kyle Aaron;281120I don't know about D&D4e, but in GURPS 4e it's all so complicated that almost none of the players know all the rules, so they end up just describing what their character does, the GM tells them to roll and then describes the results. Excessively complex rules enhance roleplaying, how's that for a paradox? :)

In GURPS 4e Basic Combat still function like it had in prior edition. You don't need minis and it lends itself to ad hoc referee rulings. The Advance Combat is a full on tactical system using the hex grid and miniatures.

estar

Quote from: RPGPundit;281175Then you get the rain-man mega-nerds who've meticulously studied every last paragraph of the 2500 pages of GURPS rules (and for GURPS, read "shadowrun" or "D&D" or "Champions" or whatever), know every loophole, know how to twist and warp the spirit of the rules by sticking to the letter of the rules so that their characters suddenly have superpowers in a non-supers campaign, and end up shitting all over both the emulation of genre, immersion, and everyone elses fun all to get to be Mr. Wins-the-battle.
RPGPundit

With GURPS at least the problem isn't that any one part is particularly complex (well maybe 3rd edition vehicles is, than goodness I ran a fantasy game) but rather there is a lot of it. So I make cheat sheets for each of my players. They run about two pages and just breaks it down for their characters. I suspect this approach would work with most RPGs with complex combat rules.

In the 1990s making these were a pain due to all the typing. But today PDFs makes creating these sheets a snap. One of the reason I enjoyed GMing 4th edition that is that everything I needed was right there in the stat block. Which is not the case for 3.0/3.5.