08-22-2010, 10:45 AM
I've been rolling some stuff around in my head ever since my first combat event here at CoTH- The Regiment, the Spellslinger Tourney, and the most recent Regiment Event.
Personally, I find the inherent issues regarding any combat system fascinating and frustrating, so I thought I'd make this post to hash out some of those problems - at the very least identify them - and offer what paltry insight I have into the matter.
I think, at its core, any combat system is an abstraction, and necessarily so. That is not a bad thing. Fun is, obviously, the driving motivation in these things, and simplicity is historically more conductive to that entertainment.
During my time and experience here at CoTH, I've seen two major issues with most of the combat systems stemming from their abstractions. I'll attempt to elucidate them below.
The first crops up in opposed dice rolling. I may be wrong, but that seems to be what is used most often - attacker rolls 1d100, defender rolls the same. If attacker is higher, he deals damage, if not, attack fails. Especially high attack rolls or defense rolls are usually rewarded with something, right? The obvious problem I've seen is that it essentially boils the combat experience down to luck. Whoever rolls better on a random number generator wins. That simple. It is, admittedly, a simple and easy system once you learn it, but it has always stuck in my craw because it ignores an equally important part of combat- it fails to abstract inherent skill or strategy.
My arguments here, to clarify, will posit that an ideal combat abstraction needs to factor in three things. One is the inherent combat skill of the combatants, that is to say, it should matter how good one is. Second is the inherent chaos and variability of combat- luck is, in fact, sometimes a real source of victory. Lastly, I believe it should factor in strategy, here defined as the choices one makes during combat.
To further clarify why I believe a combat abstraction should include those things- sometimes, in combat, you just get lucky. Sometimes, you're just better than the other guy, and sometimes you just make the right decisions. Removing luck makes combat a boring calculation - you know the outcome before it starts. Removing skill makes it an overly equal playing field, where practice and experience are rendered meaningless- progress in combat skill is effectively moot. And lastly, removing strategy ties the hands of the combatants, as strategy is effectively choice. Choice is always a good thing.
All of the above is in my personal opinion.
Now, the prominent method of combat is, as I've mentioned, straight opposed rolling. It is simple, but I believe it neglects strategy and skill- in the Spellslinger tournament, for example, my novice spellcaster had exactly the same chance to be a much more experienced arcane user. I did not think that particularly fair to the experienced character, nor did I feel vindicated in my victory. The random number generator merely came out higher on my end more times than theirs.
That method also neglects strategy because the choices offered are of little consequence on offense (and I saw no choices on defense). One could attack, and that was about it. It was hardly a choice. Certainly, one could be creative and try attacks that did knockdown effects, or somesuch, but at the end of the day, those attacks wouldn't win you the fight. The rolling would.
In The Regiment's combat events, I saw Armor Class used instead of opposed rolling. I think that addressed some of the issues of opposed rolling, most prominently luck. Luck was still a factor - as it will be anytime dice are rolled - but AC represents something static and inherent. AC, more than an opposed defense roll, represents skill. Strategy was, however, as limited as the opposed rolling system. We got creative and had fun - I tried to climb a troll using an ax - but it always felt more flavorful than strategic. It still fell to the dice to determine whether the strategy worked on not, and that, I think, gives luck undue weight.
That is the essence of what I'm arguing. I feel as though the ingredients are out there - strategy, luck, and skill are all represented - but the balance and weight feels off to me. Ideally, a combat abstraction should reward savvy choices (and choices should not be dependent on a dice roll to work), it should factor in skill, and it should allow for luck.
I don't have a combat system of my own, yet, but I'm getting there. For now, I'm trying to nail down a one vs. one duel system. Multiple opponents would likely cause me to tear my eyes out.
Wel, that's what I got. Those are my thoughts. Tear into them, if you please, or offer your own opinions.
Also, tell me I'm pretty.
Personally, I find the inherent issues regarding any combat system fascinating and frustrating, so I thought I'd make this post to hash out some of those problems - at the very least identify them - and offer what paltry insight I have into the matter.
I think, at its core, any combat system is an abstraction, and necessarily so. That is not a bad thing. Fun is, obviously, the driving motivation in these things, and simplicity is historically more conductive to that entertainment.
During my time and experience here at CoTH, I've seen two major issues with most of the combat systems stemming from their abstractions. I'll attempt to elucidate them below.
The first crops up in opposed dice rolling. I may be wrong, but that seems to be what is used most often - attacker rolls 1d100, defender rolls the same. If attacker is higher, he deals damage, if not, attack fails. Especially high attack rolls or defense rolls are usually rewarded with something, right? The obvious problem I've seen is that it essentially boils the combat experience down to luck. Whoever rolls better on a random number generator wins. That simple. It is, admittedly, a simple and easy system once you learn it, but it has always stuck in my craw because it ignores an equally important part of combat- it fails to abstract inherent skill or strategy.
My arguments here, to clarify, will posit that an ideal combat abstraction needs to factor in three things. One is the inherent combat skill of the combatants, that is to say, it should matter how good one is. Second is the inherent chaos and variability of combat- luck is, in fact, sometimes a real source of victory. Lastly, I believe it should factor in strategy, here defined as the choices one makes during combat.
To further clarify why I believe a combat abstraction should include those things- sometimes, in combat, you just get lucky. Sometimes, you're just better than the other guy, and sometimes you just make the right decisions. Removing luck makes combat a boring calculation - you know the outcome before it starts. Removing skill makes it an overly equal playing field, where practice and experience are rendered meaningless- progress in combat skill is effectively moot. And lastly, removing strategy ties the hands of the combatants, as strategy is effectively choice. Choice is always a good thing.
All of the above is in my personal opinion.
Now, the prominent method of combat is, as I've mentioned, straight opposed rolling. It is simple, but I believe it neglects strategy and skill- in the Spellslinger tournament, for example, my novice spellcaster had exactly the same chance to be a much more experienced arcane user. I did not think that particularly fair to the experienced character, nor did I feel vindicated in my victory. The random number generator merely came out higher on my end more times than theirs.
That method also neglects strategy because the choices offered are of little consequence on offense (and I saw no choices on defense). One could attack, and that was about it. It was hardly a choice. Certainly, one could be creative and try attacks that did knockdown effects, or somesuch, but at the end of the day, those attacks wouldn't win you the fight. The rolling would.
In The Regiment's combat events, I saw Armor Class used instead of opposed rolling. I think that addressed some of the issues of opposed rolling, most prominently luck. Luck was still a factor - as it will be anytime dice are rolled - but AC represents something static and inherent. AC, more than an opposed defense roll, represents skill. Strategy was, however, as limited as the opposed rolling system. We got creative and had fun - I tried to climb a troll using an ax - but it always felt more flavorful than strategic. It still fell to the dice to determine whether the strategy worked on not, and that, I think, gives luck undue weight.
That is the essence of what I'm arguing. I feel as though the ingredients are out there - strategy, luck, and skill are all represented - but the balance and weight feels off to me. Ideally, a combat abstraction should reward savvy choices (and choices should not be dependent on a dice roll to work), it should factor in skill, and it should allow for luck.
I don't have a combat system of my own, yet, but I'm getting there. For now, I'm trying to nail down a one vs. one duel system. Multiple opponents would likely cause me to tear my eyes out.
Wel, that's what I got. Those are my thoughts. Tear into them, if you please, or offer your own opinions.
Also, tell me I'm pretty.