• Maxxie@lemmy.blahaj.zone
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    2 days ago

    I DMed a lot of shadowrun, and I really do love both of them equally. RP makes the world fun and meaningful, while combat gives it physicality, makes it real.

    I miss it, if only I could afford to spend 10 hours on prep every week :<

    • TempermentalAnomaly@lemmy.world
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      2 days ago

      I’ll expand this and say encounters. Sneaking past a patrol, disarming a trap, or charming a suspicious cook having a break at the service entrance… Those encounters often require some rp, but damn if there aren’t stakes.

  • RebekahWSD@lemmy.world
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    3 days ago

    I love Classic Deadlands.

    Oh my God does combat drag like hell. Everyone can have multiple actions each round, up to five, and everyone draws from the same deck except the gm, so if you have a lot of people, you are drawing like half the deck each turn so chance for that black joker goes up.

    But the setting? The roleplay??? Where’s the heart eyes emoji. That shit is my jam. I miss you, Jewish Blessed trying to track down a golem he made. You were a good character.

  • Wugmeister@lemmy.dbzer0.com
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    3 days ago

    I’ve played a lot of different rugs, and I’ve noticed that combat drags the most in games that care the most about tactical combat. Interestingly, the game I’ve played that dragged the least in combat was GURPS, despite each round lasting for 1 second of game time. I think this is because the tight time window on your turn means you get to do exactly one thing on your turn, and if you are doing something intensive like casting a spell you might be spending several turns doing nothing but the occasional step or defense roll. Contrastingly, Shadowrun 5e had a 2 second turn, and combat slowed to a fucking crawl whenever someone wanted to do something more complex than moving and hitting due to the amount of dice being rolled and decision fatigue; we even banned grenades at one point because the chunky salsa technique was just too tempting to exploit.

    • 5too@lemmy.world
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      3 days ago

      I haven’t played a lot of other RPGs, but GURPS is one of my faves - I didn’t realize the turns went quickly compared to other systems!

      Shadowrun can drag though - I felt guilty as a rigger unleashing my drones, didn’t realize when I set them up I’d be monopolizing combat time the way I did…

      • Wugmeister@lemmy.dbzer0.com
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        3 days ago

        Quick grain of salt: when I say combat in GURPS goes faster than other systems, I’m only comparing it to other games that focus on tactical combat. The fastest combat I’ve seen was in Trail of Cthulhu, which paid so little attention to combat rules that your combat turn can be summarized as “roll 1d6 and pray”

        • 1SimpleTailor@startrek.website
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          2 days ago

          Horror RPGs in general have very succinct combat. Prolonged battles don’t really fit the vibes. It’s pretty much either you die quickly, kill the monster quickly, or run away.

        • 5too@lemmy.world
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          3 days ago

          Completely agree on both counts, though I can’t speak to 6th edition.

          Some of the community likes a Blades in the Dark conversion for Shadowrun, though.

  • spicy pancake@lemmy.zip
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    3 days ago

    this is why you don’t have to just “i hit for 3 damage”

    motherfucker i roll between the bandit’s legs and slash at their ankles with my tetanus daggers, barely missing the tendons but slicing moderately deep, and they feel the grit from the pockmarked blades salt their fresh wounds for 3 damage

    this has the side effect of encouraging the DM to keep the turn # snappy lol

    • jjjalljs@ttrpg.network
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      3 days ago

      Personally I find adding a lot of flavor that has no mechanical impact kind of distracting and tiresome in a different way. Like, sure, it sounds cool you slashed their ankles or whatever, but if it doesn’t do anything I need to discard that. I can’t, in most systems, then be like “ok he just got stabbed in the leg he’s off balance. I can take advantage of that!”. It’s just noise.

      Some people have been like “You just don’t have any imagination!” but it’s not that. It’s that the flavor stuff is often actively not true, and it’s tiresome to hold two separate world states in mind at the same time. One where the fighter just stabbed the guy in the hand and threw sand in his eyes, and the other where he hit for 5 damage and his hand + eyes are fine.

      (Contrast Fate, which explicitly encourages you to be creative about the scene, and lets you mechanically benefit as well.)

      • confusedbytheBasics@lemm.ee
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        2 days ago

        Exactly this. Well said. I don’t understand why people love the long meaningless descriptions. Does FATE narrative always match the mechanics like PBTA does?

        • jjjalljs@ttrpg.network
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          2 days ago

          I don’t know PBTA well but I believe so.

          Basically, every scene and character can have ‘aspects’, which are things that are true about them. They’re free form. Sometimes they’re just there, like if you’re in a bar it might have “Bubbling with drunk banter” or “Loud Pop Punk Soundtrack”. Aspects can then affect what makes sense in the scene. “Loud Pop Punk” can make it easier to move without being heard, but harder to make a speech because no one can hear you, for example.

          You can also explicitly create aspects. Turn off the jukebox and the aspect might change to “Weirdly Quiet Bar” or whatever. In a fight, you can use the “create an advantage” move. That’s for stuff that isn’t about taking them out of the conflict right now, but setting things up. Like pushing them off balance, disarming them, screaming “LOOK! A DISTRACTION!” whatever. If the roll comes out if your favor, you can create an aspect that’s true and can also be invoked for a numeric bonus on a dice roll. So if you pants the guy you’re fighting, he can’t run full speed to chase you because his pants are down. You can also invoke that if you want to kick his ass, for a bonus on the dice roll.

          These are all free form and it’s up to the group to decide what it actually means. Most groups probably wouldn’t let you invoke “I’m literally on fire!!” as a bonus if you’re trying to sneak through a crowd.

          Typically, as I understand it, you’re either trying to take them out of the fight or trying to create advantages for side of the conflict. On a dramatic success on trying to take someone out, you can also create a small advantage.

  • verdigris@lemmy.ml
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    3 days ago

    Combat can be fun, but DnD in particular reeaaally drags sometimes. An excellent DM helps, but even Dimension 20 takes a full session for a big combat encounter, which is usually just exhausting IMO. I much prefer systems like PBTA that keep combat pretty breezy and improv-friendly.

    • confusedbytheBasics@lemm.ee
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      2 days ago

      Most ttrpgs are a roleplaying game glued to a strategy game and we flip flop between the games as we play. PBTA is a roleplaying game end to end. I love it with a group that enjoys roleplaying and doesn’t care for strategy.

    • Adrius@ttrpg.network
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      2 days ago

      B/X is good. When characters have d6 hp and it’s instant death at 0 the combat becomes way more serious and tense.

    • TheRealKuni@midwest.social
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      3 days ago

      D&D 4e was unpopular but honestly I loved how streamlined it made combat. I wish they hadn’t entirely done away with it when making 5e.

    • sbv@sh.itjust.works
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      3 days ago

      It isn’t just D&D. I’ve picked up Cyberpunk RED recently - combat is more streamlined, but it can still drag.

      • verdigris@lemmy.ml
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        3 days ago

        Yeah fair, most of the more granular systems go that way. I know Pathfinder fights can take a minute as well.

  • Miles O'Brien@startrek.website
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    3 days ago

    My favorite group I have ever DMd for was at a convention, it was 2am, and nobody had ever met before except the two couples in the mix of 9. I just ran part of a campaign I was working on for a different group.

    I barely had to interact with them for RP stuff unless it was to drive the plot, or play a character they convinced to join them.

    It was great seeing a large muscular guy dressed like a Dwarven blacksmith role play a halfling, and the smallest person there was playing as a half-orc barbarian from the plains of icewind dale.

    And of course since it was a convention, and some of them had LARP gear with them, a friendly competitive sword fight broke out during a rest and instead of rolling, they just went ahead and used foam swords and stepped away from the tables. And borrowed dialogue from the princess bride.

    Most groups definitely prefer combat, and to be honest so do I unless I’m running the game. Maybe I just haven’t played with the right group or character, or more likely I just suck at it. Either way…

    I think everyone has “that one group” they wish they could play with forever and never have scheduling conflicts…

  • GoodLuckToFriends@lemmy.today
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    3 days ago

    I like the concept of RP, but man do some groups struggle to pull it off. 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.”

    • Kichae@lemmy.ca
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      3 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.

    • jjjalljs@ttrpg.network
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      3 days ago

      I think the “I move and attack” stuff can get boring, especially if it’s slow. Like, if the players are speedy about it then you’re basically playing a board game, and that’s fine. I start to lose patience when you get the “can i move here? oh i can only move 30 feet. what about here? oh that will provoke. maybe if i cast misty step? oh i can’t cast two leveled spells in a round. Can I hide first? Oh that takes my action? Sorry I usually play rogue. Uhhh I guess I just shoot them.” mode.

      I also kind of really want to spend more time in systems where the talky parts have rules, too. D&D tends to be just "wing it’ and “DM decides”. If you’re at the noble’s ball and try to make a big speech to convince the duke to flee before your army attacks, there’s not really a lot of structure there. It can be fine to just “talk it out, man”, but that runs into the problem where my character on paper has CHA 20 but me in real life rocks a solid 10 CHA. Or the other case, where the fighter with 8 CHA has a salesguy for a player, and he punches well above his on-paper skills using his real life personality, where I’m sidelined.

      Honestly, just removing all the social skills from D&D would normalize the system.

      But there’s also games like Fate, that handle social conflict and sword conflict with the same rules. Stab someone? Roll fight vs whatever they defend with. Stab someone with your words? Roll Cruelty vs their Composure. In either case, if your dice come out on top enough then they don’t get to go on.

      I think some peopel who want more RP would hate this, since it gamifies it. But I’d rather have it than the aforementioned “real life sales guy hogs the spotlight” problem.

      • GoodLuckToFriends@lemmy.today
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        2 days ago

        Fate is probably my favorite system I’ve played. It’s somehow got this magic that lets people really jump into scenes and their characters that other more crunchy systems don’t.

      • Infynis@midwest.social
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        3 days ago

        It can be fine to just “talk it out, man”, but that runs into the problem where my character on paper has CHA 20 but me in real life rocks a solid 10 CHA. Or the other case, where the fighter with 8 CHA has a salesguy for a player, and he punches well above his on-paper skills using his real life personality, where I’m sidelined.

        There is another. I’ve found that being (imo) charasmatic, and being a charasmatic character, means DMs just talk to me, rather than ever asking for any rolls. Sure, my argument is convincing, but I still want to use my numbers!

        • 5too@lemmy.world
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          3 days ago

          One of my players feels this way too, and has a semi-charismatic character. He’ll describe what he’s trying to do, we roll for how well it landed, and we quickly work out the highlights of what happened.

          • jjjalljs@ttrpg.network
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            3 days ago

            This is the best approach I’ve found.

            Player says, “I make a sales pitch playing on Priscilla’s hatred of our common foe, and that’s why she should sell us these explosives for cheap” and doesn’t have to actually do a sales call. Roll the dice and decide if that means she buys in, makes a counter offer, or what.

    • cjoll4@lemmy.world
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      3 days ago

      combat should be an RP experience.

      I agree with you.

      The Three Pillars of Adventure: Combat, Exploration, Social Interaction.

      These are ALL “RP” and they should all be performed in-character and creatively.

    • Electric_Druid@lemmy.world
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      3 days ago

      This for sure. Some of the best roleplay can happen in combat, and I honestly love both. DMs can encourage this by awarding inspiration for good RP and crafting combat scenarios that allow players to express their characters. Some examples: Do you KO or kill the baddies? Do you go stealthy or charge in? Are they honorable combatants or do they pursue victory at any cost?

      Even if the players often make these decisions without considering characterization, the DM can reconteztualize them as character beats instead of meta-level decisions. Also, the classic of having players describe their own crits or killing blows can use this method as well.

    • TOModera@lemmy.world
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      3 days ago

      Just to add to your point: I love the idea, however I lived with a group of Exalted players that took it way too far, so my group is still gunshy on doing too much combat description. So some people have seen the extremes of RP in combat, so they pull back.