A New Look at Combat (Part 1): Reexamining the Fundamentals

Conflict is an essential element of any story, and the most primal form of conflict is physical violence.  Understandably, combat forms a large part of role-playing games, and has developed a number of standard practices which make running combat easier.  Unfortunately, these conventions also encourage changing the player’s perspective from that of a character’s personal role in the conflict to a bird’s eye view of an elaborate game of resource management.  The goal of this series of posts is to allow players to make choices in combat that parallel the choices of their characters.  This leads to combat that is more engaging, personal, and immediate than which enemy is most tactically advantageous to attack.

Traditionally, an RPG combat system is built on the foundation of time being divided into rounds, in which each character gets one or more actions in an order determined by initiative.  These structures were developed for ease of play; everyone gets a turn in a defined order, and every time the process repeats, a predefined amount of time elapses.  To illustrate how ill-suited this system is to modeling interaction between people, imagine using this system in social situations; a round of social interaction lasts five minutes, during which you have one action to influence or gain information from a person, and we go in order of who rolls best.  If this sort of thing appeals to you, you can find ‘social combat’ in Exalted or the Song of Ice and Fire RPG.  Unfortunately, fighting (or any other personal interaction) doesn’t happen at a steady pace with each participant waiting so that everyone gets a turn.  Combat goes in fits and starts of action, no one holds still to let you maneuver around the battlefield, and participants don’t always have the correct positioning or desire to attack the enemy.

The root of the problem is rounds and actions.  A particular unit of time is used to contain each discrete set of actions that characters can perform.  There is a presumption that all actions in combat will take roughly the same amount of time.  As a result, categories of actions are created to make things slightly less ridiculous (major actions, minor actions, standard actions, etc.).  Then some actions are so trivial with respect to their influence on combat that they are deemed to not take any time at all.  One way to overcome this problem is found in Exalted and Scion.  Instead of rounds, they have a Battle Wheel that is divided into a number of pie-piece-shaped sections known as ‘ticks.’  Every action has a speed of a number of ticks, and their representation on the Battle Wheel is advanced that many ticks, to come up later in the initiative order.  Thus, a character who regularly takes quicker actions can perform more than someone who takes slower actions.

While this is a clever solution, it doesn’t address the biggest problem fundamental to RPG combat: discrete actions.  This is a staple of war gaming and board games in general; when it’s your turn, the rest of the world holds still and allows you to complete your action.  The most egregious offender in this area is movement.  Each character can move a certain distance on his turn, presumably based on average movement rates.  If a round lasts six seconds, an average person can run about 40 meters in that time.  A relay race with four average people, each running 40 meters, would take about 24 seconds.  Trying to model that movement with the standard combat system would only take one round, or six seconds.  If the initiative works out right, or everyone ‘delays their action’ until the baton reaches them, then racer #1 takes his movement for the round, followed by racer #2, etc.  In the situation where one character wants to prevent a fight by keeping himself between the two combatants, this is impossible if the actions are discrete.  Wherever the peace-keeper positions himself, one or both combatants can simply walk around.

The use of miniatures and square or hex grids makes things worse by allowing players to imagine combatants confined to their 1-2 meter boxes and planning their route.  Imagine trying to tactically assess and plan your route through a mass of people all fighting and moving at the same time.  When ranged weapons are involved, things are even more artificial.  In the cases where a game is actually interested in what is in front, near, or behind the intended target, it’s during that particular turn, when other combatants may have ‘already acted’ or not yet been able to, including movement.  By winning initiative, a character can sprint the entirety of their ability before any other character can do anything.  This allows them to escape enemy fire, or allow them to run directly through or in the middle of an ongoing or eminent firefight due to initiative and discrete actions.

When the routine decisions that players make in combat have to do with managing resources, whether they’re hit points, fatigue levels, power points, choice of limited-use powers, etc., this takes the player’s focus away from the concerns of the character.  Rather than the combat being a part of the story, it becomes a mini-game of maintaining point levels.  In order for combat to have a seamless flow with the story, the player needs to keep their perspective and decision-making with the character.  Think about the way combat is described in stories; authors don’t discuss rounds, initiative, health levels, and focus on the character agonizing over whether to use his powerful attack that he can only use once or save it for another fight that day.  Combat is described in terms of how each combatant tries to achieve the goal of overcoming the other.  These are the decisions that a combat system should require players and Game Masters to make.

A New Look at Combat (index)

This entry was posted in Building the Perfect System and tagged , , , , , , , by Dr. Gentleman. Bookmark the permalink.

About Dr. Gentleman

International man of leisure - Dr. Gentleman cut his teeth on the first edition of Vampire: the Masquerade. He played around with many other games on the side in the past twenty years, but always came back to his first love. He has since left his abusive relationship with White Wolf, and is currently on a mission to free gamers from the conventions of RPG design and play, to show them a better way. He loves toying with systems, hates resource management, and feels it's his personal responsibility to reform combat systems in RPGs, which has resulted in a burning resentment of D&D.

6 thoughts on “A New Look at Combat (Part 1): Reexamining the Fundamentals

  1. Preaching to the choir over here. I understand battle mats and mins can make things easier to follow, but the dullest night of gaming I’ve had the displeasure of being involved in was a D&D (3.5 I believe) game which had 7 players, one of whom was a GM himself, and a war gamer. As he worked out exactly where not only he, but all the other players should be to optimize their chances of hitting, the rest just had about two hours of rolling an occasional dice, to be informed if we had hit/killed or not.

    Whenever I tried to just make a move with a bit of flair that wasn’t rigorously thought out, I was told to change it so my model ended up in a more convenient location. Snores-ville to say the least. Still trying to find a better way though.

  2. I completely sympathize with that problem in D&D 3.5 – one group I was in had the same issues, with some completely losing interest in the game, and others getting frustrated over combat becoming an elaborate game of chess.

    I’ve got ideas for a better way, and I’ve tested it out in a couple groups, and it seems to get the desired effect, although it’s still rough. I’m hoping that writing it out and posting it online for comments will help to refine it, or at least give people ideas that will help them develop their own systems if they like the goal, but don’t like the direction I took. It takes a lot of explanation (I had to sit down and outline everything, and it will be spread over a lot of posts), but this first one is just to explain the problem, so people know where I’m coming from. The next post will describe the goal I have in mind for the way combat should play out. After that, I’ll be able to get into some of the groundwork for the system. I’m excited to get it out there, and look forward to feedback.

  3. Pingback: A New Look at Combat (Part 2): Character Choices, not Player Choices | Large Polyhedron Collider

  4. Pingback: Quick Note on Combat « Jack's Toolbox

  5. Pingback: Stuttering « Jack's Toolbox

Leave a comment