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by marcus_holmes
30 days ago
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Years of re-enactment combat got me thinking along the same lines. The core of hand-to-hand combat is feinting - persuading you are going to hit your opponent in one place, so they move their defences to that place, and then hitting them in another place. That's a simple mechanic that could be translated easily into cards or any other bluffing format. It gets more interesting with animals (who don't feint much) and large monsters (who don't need to feint because their attacks will overwhelm your defences), so dodging and armour come into it then. But that brings up hit points, which are a ridiculous mechanic for modelling all of this. Stabbing someone in the arm or in the gut is completely different, it has very different effects, and should be modelled differently. And this is where the rabbit-hole takes over and it gets too complicated ;) |
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What do you want from your experience?
I see a TTRPG as a story telling game and the fights have a probability of outcome. Most of the time, the fights in the story goes as you'd expect. Sometimes it doesn't. Kinda like life. And keeping it simple means you get on with your overall story telling.
But I would never stoop so low as to tell you how to enjoy your time. A different approach to fighting could be cool!