this post was submitted on 21 Jan 2024
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I've found that the least inspiring behaviors of players, from my perspective as a DM, are when they hack and slash in combat. Whether it's built into the system, or you brew it on, giving players free skill checks alongside (rather than instead of) their normal combat turns can make things significantly more engaging and rewarding (for both them and the DM).
Tangent: It's kind of a peeve of mine when like part of the group is doing standard RAW D&D move 30' and attack, and part of the group is doing like "can i make an acrobatics check to run on the wall, then athletics to jump next to the orc, and a perception check so i know which of his hands is likely to be dominant, and then stab him in that hand???"
I'm usually in the first group, and I'm annoyed that Bob is over there spending thrice as long. Just say you cast firebolt and let's keep this going, bob. If you want to play a game that has rules for engaging with the scene, I'd love to play Fate. I'd even try Exalted.
I sincerely do not know how you people can meadure space and time in your games. Like what the fuck is 30 feet? What are 6 seconds really? it sounds lile a shit quantity, but is it enough to flourish something? How long is 30 feet? Do I really need measurements and rulers or squaremaps to have fun? Especially as a non american, it baffles me
@h3rm17 only use those bits if they make sense to you and your group, otherwise just guess. So many indie games nowadays have a variation on abstracted relative distances to explain how long it takes you to get somewhere or how hard a target is to hit, like hand/close/near/far
Will try this as well! Maybe move to abstract units will be better for us