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Chebucto Regional Softball Club

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  3. Is it more important that a combat system *is* fast or that it *feels* fast?
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Is it more important that a combat system *is* fast or that it *feels* fast?

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  • ? Guest
    > each round one second long, so on your turn you only have time to either move or act or do nothing. This does mean each turn feels really fast I disagree. Apart from choice-paralysis (do I do nothing again or finally go now?), this approach can either be slow or fast. If you slap into each action a bunch of modifiers, temporary modifiers, dice counting (large pools), reaction roll, detraction, comparison, etc that will in the end make that one game-second take ages in play time.
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    Guest
    wrote last edited by
    #6
    I did take that into account, and opted out of all of that. In the current draft, the only way to get temp. modifiers, reaction rolls, dice pools, etc. is to be a monk. Aiming also gives you a +1, but you can't do it multiple turns in a row without a feat. So unless you're a monk, you dont have many decisions to make. In theory this should make combat really fast. This also means that since the monk class is the only class that is really tightly woven into the combat system, changing the combat system means having also also rewrite the monk class. Ugh.
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    • ? Guest
      God, PLEASE...go with actually faster combat. It's hard enough to get everyone to commit to showing up to the game for a few hours on any kind of a regular basis. Don't waste what little time they DO have to tell stories together with pointless minutia. Just one guy's (very fervent) opinion. 😉
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      Guest
      wrote last edited by
      #7
      I think you put into words what ive been feeling.
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      • ? Guest
        I have been chugging away at making my own fantasy ttrpg for several months now, and a decision I made early on has been bugging me as possibly being misguided. I really want a fast combat system. However, there are two ways the interpret "fast" here. The one I committed to early on was to make each round one second long, so on your turn you only have time to either move or act or do nothing. This does mean each turn feels really fast, since the amount of choices you need to make each round are extremely small, and this also make spellcasting seem way more risky and expensive than it actually is since you need to commit multiple rounds to the casting. It feels fast, but combat can take hours. The other option I did not pursue is to compress each scene into one big roll, creating a system similar to the Narrative Dice system of Genesys where you spend several minutes gathering a pool of dice which represent the chaos and misfortune of the scene, roll them once, augur the bones, and then combat is done. Usually the entire combat scene will take less than 5 minutes, but it's a long 5 minutes filled with details, debate, and checking your work. The reason I was attracted to the more granular first option was mainly because it's ironically the less crunchy option, since your options each round are to either Move, Fight, Defend, Aim, or do a quick Skill Check. However, as the system is growing it's becoming more clear to me that my game is fundamentally not about the fighting, its about the journey there and back to the community you call home. So, I'm starting to think I should have taken a more zoomed-out approach to combat, maybe starting with wargame rules and then working backwards to derive 1-person combat, maybe trying to make my own narrative dice system using the normal polyhedral dice. In the end, my priority is to avoid what most DnD-likes end up doing, which is combat that feels slow and also takes hours, but I gotta go in one direction or other. I'm curious what y'all's preferences are. When you are playing a TTRPG, would you rather play combat that feels fast but actually takes hours, or combat that feels slow but actually takes minutes? What's more important to you?
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        Guest
        wrote last edited by
        #8
        Both are important, even if everyone is getting lots of action (feels fast), if combats end up needing to be split between multiple sessions, people are going to complain, and if people are waiting 30+ minutes for their turn, they are going to stop paying attention and do something else while waiting.
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        • ? Guest
          I have been chugging away at making my own fantasy ttrpg for several months now, and a decision I made early on has been bugging me as possibly being misguided. I really want a fast combat system. However, there are two ways the interpret "fast" here. The one I committed to early on was to make each round one second long, so on your turn you only have time to either move or act or do nothing. This does mean each turn feels really fast, since the amount of choices you need to make each round are extremely small, and this also make spellcasting seem way more risky and expensive than it actually is since you need to commit multiple rounds to the casting. It feels fast, but combat can take hours. The other option I did not pursue is to compress each scene into one big roll, creating a system similar to the Narrative Dice system of Genesys where you spend several minutes gathering a pool of dice which represent the chaos and misfortune of the scene, roll them once, augur the bones, and then combat is done. Usually the entire combat scene will take less than 5 minutes, but it's a long 5 minutes filled with details, debate, and checking your work. The reason I was attracted to the more granular first option was mainly because it's ironically the less crunchy option, since your options each round are to either Move, Fight, Defend, Aim, or do a quick Skill Check. However, as the system is growing it's becoming more clear to me that my game is fundamentally not about the fighting, its about the journey there and back to the community you call home. So, I'm starting to think I should have taken a more zoomed-out approach to combat, maybe starting with wargame rules and then working backwards to derive 1-person combat, maybe trying to make my own narrative dice system using the normal polyhedral dice. In the end, my priority is to avoid what most DnD-likes end up doing, which is combat that feels slow and also takes hours, but I gotta go in one direction or other. I'm curious what y'all's preferences are. When you are playing a TTRPG, would you rather play combat that feels fast but actually takes hours, or combat that feels slow but actually takes minutes? What's more important to you?
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          smeg@feddit.uk
          wrote last edited by
          #9
          I would take a step back and ask if you (and your players) want this to be a tactical combat game (where the focus is making optimal decisions about where to move and which action to take, e.g. Pathfinder), a narrative game (where the focus is telling a good story rather than trying to "win", e.g PbtA), or something in the middle (where you're still trying to solve problems but the decisions aren't so granular, e.g. Blades in the Dark). The more decisions the players have to make the longer combat will take, so set consolidate them until they're going as quickly as you want them to.
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          • ? Guest
            I have been chugging away at making my own fantasy ttrpg for several months now, and a decision I made early on has been bugging me as possibly being misguided. I really want a fast combat system. However, there are two ways the interpret "fast" here. The one I committed to early on was to make each round one second long, so on your turn you only have time to either move or act or do nothing. This does mean each turn feels really fast, since the amount of choices you need to make each round are extremely small, and this also make spellcasting seem way more risky and expensive than it actually is since you need to commit multiple rounds to the casting. It feels fast, but combat can take hours. The other option I did not pursue is to compress each scene into one big roll, creating a system similar to the Narrative Dice system of Genesys where you spend several minutes gathering a pool of dice which represent the chaos and misfortune of the scene, roll them once, augur the bones, and then combat is done. Usually the entire combat scene will take less than 5 minutes, but it's a long 5 minutes filled with details, debate, and checking your work. The reason I was attracted to the more granular first option was mainly because it's ironically the less crunchy option, since your options each round are to either Move, Fight, Defend, Aim, or do a quick Skill Check. However, as the system is growing it's becoming more clear to me that my game is fundamentally not about the fighting, its about the journey there and back to the community you call home. So, I'm starting to think I should have taken a more zoomed-out approach to combat, maybe starting with wargame rules and then working backwards to derive 1-person combat, maybe trying to make my own narrative dice system using the normal polyhedral dice. In the end, my priority is to avoid what most DnD-likes end up doing, which is combat that feels slow and also takes hours, but I gotta go in one direction or other. I'm curious what y'all's preferences are. When you are playing a TTRPG, would you rather play combat that feels fast but actually takes hours, or combat that feels slow but actually takes minutes? What's more important to you?
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            sirblastalot@ttrpg.network
            wrote last edited by
            #10
            I think it's a false dichotomy. You want to decide what your design goals are, the kind of vibe you're trying to generate, and then create systems that support that vibe.
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            • S sirblastalot@ttrpg.network
              I think it's a false dichotomy. You want to decide what your design goals are, the kind of vibe you're trying to generate, and then create systems that support that vibe.
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              Guest
              wrote last edited by
              #11
              I identified the root of the problem yesterday. I set out to create my ideal fantasy rpg, and as I've been working of the rules it's been a bit difficult to accept that what I've been making is in fact a wargame. This is particularly true for the Fighter class, whose whole thing is the wargame element of the game. So the new strategy is to start with rules for squad-level combat, figure out how to make combat go as quick as possible, and then figure out what happens when a squad has one person in it.
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              • ? Guest
                I identified the root of the problem yesterday. I set out to create my ideal fantasy rpg, and as I've been working of the rules it's been a bit difficult to accept that what I've been making is in fact a wargame. This is particularly true for the Fighter class, whose whole thing is the wargame element of the game. So the new strategy is to start with rules for squad-level combat, figure out how to make combat go as quick as possible, and then figure out what happens when a squad has one person in it.
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                sirblastalot@ttrpg.network
                wrote last edited by
                #12
                Hm. Well, don't feel obliged to hew to existing genre definitions. Also, I'd still urge you to sit down and make a list of design goals, eg what you like about the *experience* of playing war games or ttrpgs, and then make rules to match, rather than starting with making the rules or choosing which ones to duplicate from existing games.
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                • ? Guest
                  I identified the root of the problem yesterday. I set out to create my ideal fantasy rpg, and as I've been working of the rules it's been a bit difficult to accept that what I've been making is in fact a wargame. This is particularly true for the Fighter class, whose whole thing is the wargame element of the game. So the new strategy is to start with rules for squad-level combat, figure out how to make combat go as quick as possible, and then figure out what happens when a squad has one person in it.
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                  Guest
                  wrote last edited by
                  #13

                  @ThisIsAManWhoKnowsHowToGling @sirblastalot

                  Take a look at the combat rules for Mythic Bastionland and see how yours compares. Allegedly there is a rule that groups attack as one.

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                  • ? Guest
                    I have been chugging away at making my own fantasy ttrpg for several months now, and a decision I made early on has been bugging me as possibly being misguided. I really want a fast combat system. However, there are two ways the interpret "fast" here. The one I committed to early on was to make each round one second long, so on your turn you only have time to either move or act or do nothing. This does mean each turn feels really fast, since the amount of choices you need to make each round are extremely small, and this also make spellcasting seem way more risky and expensive than it actually is since you need to commit multiple rounds to the casting. It feels fast, but combat can take hours. The other option I did not pursue is to compress each scene into one big roll, creating a system similar to the Narrative Dice system of Genesys where you spend several minutes gathering a pool of dice which represent the chaos and misfortune of the scene, roll them once, augur the bones, and then combat is done. Usually the entire combat scene will take less than 5 minutes, but it's a long 5 minutes filled with details, debate, and checking your work. The reason I was attracted to the more granular first option was mainly because it's ironically the less crunchy option, since your options each round are to either Move, Fight, Defend, Aim, or do a quick Skill Check. However, as the system is growing it's becoming more clear to me that my game is fundamentally not about the fighting, its about the journey there and back to the community you call home. So, I'm starting to think I should have taken a more zoomed-out approach to combat, maybe starting with wargame rules and then working backwards to derive 1-person combat, maybe trying to make my own narrative dice system using the normal polyhedral dice. In the end, my priority is to avoid what most DnD-likes end up doing, which is combat that feels slow and also takes hours, but I gotta go in one direction or other. I'm curious what y'all's preferences are. When you are playing a TTRPG, would you rather play combat that feels fast but actually takes hours, or combat that feels slow but actually takes minutes? What's more important to you?
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                    Guest
                    wrote last edited by
                    #14
                    ...yes? I actually really enjoy the boardgamey crunch of D&D Actions in Combat because I am seriously steeped in tabletop wargaming and to me it feels fast, especially if you allow some flexibility and basically free successes. And if you fully use the terrain, plausible outcomes, and improvisation there's no reason to have a slog fest. I regularly round damage to the nearest 5 or 10 to just provide creatures with a simple Street Fighter energy bar rather than worry about 2 or 7 HP. Another favourite of mine is to make players describe in excruciating detail what their tactics are so that the tension builds enourmously and then play out the results. This can then take a long time but there is already investment. So, I'd ask what result you want and work back from there. There are not only 2 possible combat systems. I've designed a TTRPG purely around duel combat.
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                    • S sirblastalot@ttrpg.network
                      I think it's a false dichotomy. You want to decide what your design goals are, the kind of vibe you're trying to generate, and then create systems that support that vibe.
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                      Guest
                      wrote last edited by
                      #15
                      Vibe coding for TTRPG design.
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                      • ? Guest
                        I identified the root of the problem yesterday. I set out to create my ideal fantasy rpg, and as I've been working of the rules it's been a bit difficult to accept that what I've been making is in fact a wargame. This is particularly true for the Fighter class, whose whole thing is the wargame element of the game. So the new strategy is to start with rules for squad-level combat, figure out how to make combat go as quick as possible, and then figure out what happens when a squad has one person in it.
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                        Guest
                        wrote last edited by
                        #16
                        ...which is exactly how D&D style game engines evolved. There is little logic in using statistics & die rolls for individual troops but that is the weird D&D combat system.
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                        • ? Guest
                          ...which is exactly how D&D style game engines evolved. There is little logic in using statistics & die rolls for individual troops but that is the weird D&D combat system.
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                          Guest
                          wrote last edited by
                          #17
                          Yep. I'm basically reinventing the wheel here. Wheel 2.0, the rpg. Lol I guess a better comparison would be how millions of years ago a species of wolf-like critters re-entered the ocean and became whales. On a side note, I'm reading _The Elusive Shift_ and it is very enlightening for this time period.
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