Teapot Salty
2017-01-01, 04:13 AM
A little while ago, I homebrewed a system for a "The Last Airbender" style game. Combat was handled in that system by each player getting one second of proactive (attacking) time per turn, and one second of reactive (defensive) time to be used on enemy turns. During these times, the PC's could describe what they were going to do in great detail, since it allowed for very flexible combat. This was to encourage creativity and let players do cool stuff with their bending instead of just saying "I throw a rock at it."
The problem with this system was that it did not lend itself very well to large scale battles, because it was very time consuming, and it can be difficult to remember specific actions taken.
Now, my problem with melee combat in D&D, is that it can often feel like "I walk up and hit it with my axe" instead if "I use my dagger to impale the mage's hand, pinning it to the table and preventing him from casting spells." So I figured, what the hell? Why not let players do attacks in very high detail, when fighting in situations that would allow it? And reserve the "normal" d&d combat to moderate to large scale battles, fluffing the change in mechanics as not being able to focus on precise moves in a large battle.
So what I propose people try is: In small scale combat, such as a duel, or during a surprise round, let players have a smaller, more detailed combat system, allowing players to do individuel moves and defensive actions, and encouraging creativity.
I'm not 100% sure how you would handle damage and health. Still use the HP abstraction? Or actually base it on a more realistic "vitals" system.
Anyway, what do you guys think of this?
The problem with this system was that it did not lend itself very well to large scale battles, because it was very time consuming, and it can be difficult to remember specific actions taken.
Now, my problem with melee combat in D&D, is that it can often feel like "I walk up and hit it with my axe" instead if "I use my dagger to impale the mage's hand, pinning it to the table and preventing him from casting spells." So I figured, what the hell? Why not let players do attacks in very high detail, when fighting in situations that would allow it? And reserve the "normal" d&d combat to moderate to large scale battles, fluffing the change in mechanics as not being able to focus on precise moves in a large battle.
So what I propose people try is: In small scale combat, such as a duel, or during a surprise round, let players have a smaller, more detailed combat system, allowing players to do individuel moves and defensive actions, and encouraging creativity.
I'm not 100% sure how you would handle damage and health. Still use the HP abstraction? Or actually base it on a more realistic "vitals" system.
Anyway, what do you guys think of this?