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What type of combat description do you prefer in your face to face role playing games

Started by Nexus, September 15, 2013, 02:13:13 PM

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Bill

Quote from: Nexus;692070I don't think that what you described was an issue of too much description but more poorly timed or executed description.

One leads to the other in many cases, intentionally or otherwise.

Nexus

Quote from: Bill;692158One leads to the other in many cases, intentionally or otherwise.

I can't say I've run into that.
Remember when Illinois Nazis where a joke in the Blue Brothers movie?

Democracy, meh? (538)

 "The salient fact of American politics is that there are fifty to seventy million voters each of whom will volunteer to live, with his family, in a cardboard box under an overpass, and cook sparrows on an old curtain rod, if someone would only guarantee that the black, gay, Hispanic, liberal, whatever, in the next box over doesn't even have a curtain rod, or a sparrow to put on it."

Rincewind1

Quote from: Ravenswing;691873No.  Sorry.  "Alright ... I rolled a six, so I hit.  Here goes ... I did 11 points of damage before armor" is not, and never will be, roleplaying.  The character has no notion of rolling dice, and no notion that he can do "11 points of damage" with his axe.  That's like claiming it's "roleplaying" to say "My character tells the NPC to go screw."

The funny thing is how going through a combat like taxes is completely fine, roleplaying and immersive, but Fate Points or some "storygaming"/4e's abstract mechanics instantly ruin immersion for everyone.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Exploderwizard

Quote from: Rincewind1;692530The funny thing is how going through a combat like taxes is completely fine, roleplaying and immersive, but Fate Points or some "storygaming"/4e's abstract mechanics instantly ruin immersion for everyone.

Storygame mechanics aren't the least bit troubling if thats the kind of game I want to play. Including them in a game not about telling stories is jarring and unwanted.

Combat descriptions, unless useful for declaring your actions, are just narrative color. While they add to the fun for some people, they are not required  for first person roleplay any more than you or I need to colorfully narrate our actions as we perform them each day.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Bill

Quote from: Nexus;692418I can't say I've run into that.

Its rare in my experience but I have seen players do it. Usually with a motive of bending the rules in their favor.

RPGPundit

Me: Ok, its your initiative turn, what are you doing?
Player: How far is the orc from me?
Me: 30 feet.
Player: Can I charge?
Me: Yes. Roll to hit, you get +1 from the charge.
Player: 17
Me: you hit! Roll damage.
Player: 10!
Me: You slice the Orc in two with your Two-Handed Sword.

RPGPundit
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Marleycat

Quote from: Benoist;691314I prefer the description of combat to be circumstantial and ad hoc. Basically, I prefer to have me and the players describe their actions, roll the dice if need be, and then describe the outcomes on a case by case basis.

Player: "I raise my sword and swing it upwards, trying to cut down the negotiations with the orc chieftain before it has time to react." *rolls, succeeds, damage.*
DM: "The orc is visibly startled as the blade strikes its cleft chin. It bleeds abundantly as it takes a few steps back and seizes its enormous mace, throwing a menacing look at you as its servants leap forward to protect its life..." *rolls a bunch of d20s*

I do not like games systems spelling everything out as much, for I do not like to be needlessly contrived in my imagining by the game's system and rules, though there is a world of excluded middle in between, from the RQ6 combat moves you describe ad hoc, to the critical hit and miss charts of Rolemaster and DCC RPG and the like.
Yes please, description and intention before numbers and statistics (I don't have that kind of time anymore.) Especially with my new job. Meet Jo, Tech Specialist for DirecTV. Hilarious.:)

Though I love Warhammer Fantasy and Rolemaster's crit tables and Warmaster's use of reverse the number to find the" crit" totally fun and intuitive to myself. RQ overvelms me for some reason.
Don\'t mess with cats we kill wizards in one blow.;)

Marleycat

Quote from: Rincewind1;692530The funny thing is how going through a combat like taxes is completely fine, roleplaying and immersive, but Fate Points or some "storygaming"/4e's abstract mechanics instantly ruin immersion for everyone.

4e ruined Dnd for ME because it CODIFIED EVERYTHING, plus tells me magic is usable by everyone 3/4/4 per your slots. Slot this motherfucker......

Seriously, run a Mage game sometime it only works "off the cuff"...theater of the mind as the Old Skool people term it, I hear. (Yes, even MtAw is gridless).
Don\'t mess with cats we kill wizards in one blow.;)