Combat
Introduction
There are two basic approaches to combat which can almost be attributed
to two different schools of DM's. Each has their own way of dealing with
combats, and both have aspects which are praiseworthy. The best combat,
as an experience for the players however, involves something of both worlds.
Here follows a description of the two main schools of theought concerning
combat, and perhaps even DM'ing in general. The difference however, shows
up most acutely in combat.
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The
Planners. These DM's want to know every detail before the combat starts,
they want to know every statistic of everybody, have scaled maps of the
entire battleground and like to work with miniatures so no confusion is
possible. They do not pull punches, as everything is balanced out in advance.
After all the work is done, they are simply administrators, guiding the
process to its logical conclusion. Ofcourse working out a combat like
this in advance is a hell of a lot of work, and spontaneous combats and
encounters are not likely to occur with these DM's. These sort of combats
are generally painstakingly slow, with a decent battle taking up several
hours. The slowness often means that non-fighters get bored, and those
people who are not directly involved in the combat start becoming disinterested.
Military logic becomes important, rather than showmanship... the winner
is the thinking fighter.
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The
Wingers. These DM's don't write anything down... the entire combat is
about cinematics. What looks good, what sounds good, and what kind of
neat tricks do the players think up to make the combat work. Rules are
less important, and mainly the combat is run as a type of show... there
is no real thought about the enemy's stats and these can be fluid throughout
the battle. This style of combat is very spontaneous, and individual coolness
is more important than it making any sense. These combats are often fast
paced, but they can start putting a strain on suspension of disbelief
relatively easily.
Naturally, these two
examples above are extremes of both styles of combat DM ing. Both have their
merits, but neither of them is really better than the other. The best system
is probably a combination of both, but balancing such a mix is difficult.
To start with, I'll indicate some problems with each of these two styles.
The Planned Style
The problem with such extreme planning is probably familiar to many - it
becomes an exercise in numbers. It's tedious slow and misses the frantic
action that combat should be. The averages of numbers mean that bored players
will start working out average damages per round and show how many hitpoints
they can destroy in what amount of time. The close shave with death that
every combat ought to be is completely lost. Another problem with administrating
a pre-planned encounter is that not everything can be defined by CR's. A
good plan on the part of either party can make an encounter disproportionately
more difficult or easier. This means that the role of administrator, simply
doing the numbers is not adequate... it doesn't really adress all the possibilities.
A DM cannot sit back and purely administrate the pre generated numbers he
was worked out to be a challenge for the players... it almost never works
out.
The Winging Style
The biggest problem with this style is its lack of consistency. While such
a battle can be extremely cinematic, it doesn't neccesarily make it believable
or enjoyable. Players start wondering when how hard it is to hit someone
changes during the course of a battle... they start wondering when they
have hit an opponent so many times it should have felled a demi-god, but
the DM keeps him standing in the interest of cinematics. Ofcourse the frantic
speed of such a style of play is pleasant... but... the concessions done
to logic and believability often become too much.
The Solution
So, how do you combine these two techniques to make a fast moving, but still
believable and logical combat situation. Here are a few guidelines which
should allow a combination of the two without losing the positive elements
of each while managing to limit the negative elements of both.
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Do
not bother with the numbers for those in combat with non-PC's. Just describe
the fight. This saves you alot of administration. If you want to run a
big battle use a simple mass combat system... but in most cases anyone
other than the PC's fighting is just backdrop. Treat it as such, and use
it as an oppurtunity to set the scene. Obviously, this is a little more
complicated if the PC's have henchmen. You can allways choose to simplyfy
them too, simply rolling 1d20 + the character level of the henchman vs.
the same thing for the other guy to determine the outcome of a combat.
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"Punish"
players who behave in a non-sensible way on the field of battle. It's
great that paladins run out and want to be in the front line all the time.
But, if they don't learn to fight smart, don't pull punches. Just kill
them. Warfare is a situation governed by certain do's and do-nots. If
players ignore them, feel free to let all hell loose on them. Players
who don't get down in a gunfight... warriors who run forward unsupported...
just let 'em have it. You don't want to create a situation where high
level idiots find it possible to survive on the battlefield. If someone
takes on a high profile, feel free to divert a disproportionate number
of attacks onto that person.
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Set
stats once. You don't need to know what some NPC's hitpoints and AC are
when they enter the combat. But, once you've set them, don't change them.
And if you have set them, stick by them. The players see you fudging them,
whether you like it or not. They notice the irregularities, so try and
avoid them.
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Move
fast... force players to state their course of action or make them forfeit
the round. This keeps the pace up. It's OK to put time pressure on the
players... it gives them the idea something is going on. It makes them
think fast... in combat there is no room to change your mind. You simply
have to do. You need to project this. Force quick decisions, limit long
discussions between the players.
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Don't
work out too much in advance... simply note it down as the PC's encounter
it... you can even use standardised forms to do so. I will be adding some
to this site in the near future. Feel free to throw in some more badguys
if the PC's are having it easy... but don't give the guys already there
more hitpoints.
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Use
overwhelming force. Make the players understand that it's possible there
are situations they can't win. Not all potential combats have a CR set
so the players can win from them. They need to stay out of the meta-game
idea that "there must be some way we can win, otherwise the encounter
wouldn't be here".
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Important
NPC's are the only thing which need to be worked out in advance. The rest
you can do as you go along. But do do it. Don't make it up again every
round. Work as you progress, and stick by it. Once again, the critical
factor here is to make notes.
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Initiative
by group. When you have many badguys, split them into groups. Work initiative
by group, and keep track of where the groups are on the map. You can even
put members of every group in different places, so the PC's get simultaneous
attacks from different directions. Once the PC's have done some damage,
feel free to take a short break and reassign the bad guy groups on a new
sheet of paper... this strengthens the credibility of the whole thing.
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Describe!
Last but not least... don't allow yourself to get caught up in the numberfest.
Keep remembering that it's a fight and not a maths class. This means you
should describe what is happening, make it go fast, and try to keep up
the pace... you must project the desperation of the situation on the players...
this is extremely difficult, but it makes for the greatest battles.
Conclusions
Combat is one of the most difficult disciplines of DM'ing. You have to steer
clear of losing track of what's happening and at the same time not get bogged
down in the administration of everything. Don't worry about things which are
not directly important. Decide stuff as it becomes important to the situation,
thus lightening the load of restrictions you have. Keep the time pressure
on the players. They can't say or do a hell of a lot in those 6 second combat
rounds, and by keeping the time pressure up, you can create the suspension
of disbelief to make the players experience the chaos of combat.
Last Update
Wednesday, December 18, 2002