• Kichae
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    4 days ago

    I also (don’t lynch me) think that combat should be an RP experience. That could be my love for certain systems where you get bonuses for good, accurate descriptions and not simply, “I roll. I hit. I do X damage.”

    Combat should be a RP experience regardless of system. What you’re describing is one where proactive roleplay is a mechanical system, and I’ll be honest, as someone who’s never entertained a career in the theatre, or as a pompous grim fiction writer with too many thesauruses lying around, fuck that god awful fucking noise. But the choice of what to do, and how you react after the roll should be informed by the fiction of the game and the fiction of the combat, and that is roleplay.

    The fact that much of the discourse around the games and resources available to players is focused on min/maxing number munchers is a social problem, not a system one.

    • GoodLuckToFriends@lemmy.today
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      3 days ago

      Fair enough, but I think as long as you don’t let it extend to where players are trying to do things that they shouldn’t with their actions, encouraging them to describe their character flicking a sword around the opponent’s shield strap is encouraging them to engage with the scenario in a different way than just seeing stat numbers listed on a square.

      I also think that the reactions in combat are exactly what you should be after. I love seeing a player take the ‘nontactical’ move that isn’t what they designed it to do (so a rushing charger kill everything in one hit character taking a shielding action).