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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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    wrote last edited by
    #1
    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
      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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      wrote last edited by
      #2
      I think it is important to have combat that feels like everyone is participating and nobody feels like it takes 20 minutes to get back to their turn. DND provides due bonus actions that can be used as interrupts. From what I can tell, DaggerHeart has people taking their turns in volunteer order, and if they don't volunteer an action then the GM goes. A lot of delay comes from game management, so even a 'fast' game system can be torturous the right hands.
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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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        tribblesbestfriend@startrek.website
        wrote last edited by
        #3
        So i’ve read your text (mostly in diagonal) and I think you’re not seeing your problem from a « good » perspective You’re stuck into the Simulationist vs Imaginary/Cinematic game. For exemple : Shadowrun is highly simulationist as opposed to Neon City Overdrive who is cinematic. If you want fast roleplaying combat you need to be in the cinematic side, if you want 2min in world time being discussed for 2h you need simulationist
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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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          wrote last edited by
          #4
          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
            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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            wrote last edited by
            #5
            > 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
              > 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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              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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                wrote last edited by
                #7
                I think you put into words what ive been feeling.
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