During my many years reading all kinds of different rpg systems, I've encountered a lot of ways of handling combat scenes. So, today I will be talking about the 4 great paradigms of combat in rpg: individual, group, panel and scene combat.
Individual combat: The most common kind of combat that exists
in rpgs, not only tabletop rpgs, but also electronic ones (Final
Fantasy, Pokemon, Breath of Fire, Chrono Trigger). It has its roots
on war-games, borrowed by D&D which spread to all other kinds of
games. Individual combat is the classic 'initiative order' combat.
Combat is divided in rounds, where every individual creature has its
own turn to act following a strict patter of action. When all
combatants finish their actions (and reactions), the combat round
ends and a new one starts.
Overall, it is a great model of resolution, specially for tactical
games or for games that focus on challenges. Like in D&D, where
part of the fun is seeing if your group of adventurers can defeat the
challenge of delving into a dungeon filled with traps and monsters to
gather that treasure at the end. Or in electronic games, where there
is the challenge of being able to get to the final boos and beat it.
However, when looking for a more cinematic approach, individual
combat is cumbersome and buggy. First, it does not work well with
many combatants (rolling for every one of them is pretty annoying).
Second, it normally has many problems with scaling and comparing
different tiers of powers. Even so, this is still a very solid and
fun model of combat.
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Rpgs that use it: Innumerable, almost all of them. D&D, Gurps, Stortyller/ing, d20, FATE, D6 system, FUZION, Savage Worlds, Eclipse Phase, Anima beyond Fantasy, Risus, Atomic Highway, Zetai Reido, The Ladder, 3d&t, Daemon, Kult, BRP, and many, many, many more.
Group combat: Although this kind of combat is but a variation
of Individual Combat, this is the rarest model of rpg combat that
exists. In fact, in all my more than 20 years dealing with rpg and
the more than 200 systems I've read, I can recall just a single
system that does 'Group Combat': the Tunnels and Trolls (T&T)
system, the second big tabletop rpg ever created. While D&D
followed close to wargaming rules, T&T preferred to emulate what
was written in the classic sword and sorcery literature. That end up
creating a system much simpler than D&D and whose combat system
followed a much different form of resolution.
In a very quick summary, in T&T all combat statistics of a group
are added together and compared with the enemy's side total. So, the
warrior, the mage and the thief all make their 'hit roll' and compare
it with all the monsters' hit roll. The difference is the damage that
the losing side takes. There are more rules to that – specially
regarding saving rolls and prowess in combat – but, talking
briefly, those are the rules.
What that entitles is a much concise and direct approach to combat,
and one completely different than all other combat systems
encountered in almost all other rpgs. Not only that, but it makes
mass combat much easier. It doesn't matter if you are tagging a party
of adventurers against an ogre, or two armies against each other. You
will do all the same: add up the hit total for each side and compare.
It's sad that this type of combat is so unknown and underused,
probably because Tunnels and Trolls went under the radar, eclipsed by
the overarching radiance of D&D. Nevertheless, it is an amazing
system and an amazing combat paradigm, and the most unusual I've ever
seen.
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Rpg that uses it: TUNNELS AND TROLLS (hell yeah!)
Spotlight combat: This is a new paradigm of combat
presented by the new wave of indie rpgs. In this model, every roll is
a different stage of combat, a different panel that, when added up,
will compose the entire combat scene. Basically, in each panel, the Spotlight of the scene is given to a single
characters or an entire group, and everyone inside a same panel is apt
to act and roll. For example, in Dungeon World (and also all other
Apocalypse World rpgs), every panel depicts a player character. That
player character is entitled to a move – what action it will do
during its turn. However, other players may help, interfere and.
After everything is rolled and results are rolleplayed, the focus
shifts to another player character, initializing another panel. In
other games, like Wu Shu, all actions are narrated freely and, after
everyone has narrated, there is a moment to roll. After all rolls are
interpreted, a new panel begins.
This is a very cinematic combat model. It enables a more
narrativistic flow, with less weight on precise combat measures. It
is very good for dealing with fast, acrobatic and furious combat,
although at the cost of not being very tactical.
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Rpgs that use it: Apocalypse World, Trollbabe, Wu Shu, Dogs in the Vineyard.
Scene combat: It is some sort of variation from Pannel
that, instead of dividing combat in panels, it basically resolves all
combat in a single roll. Everyone participating in the combat says
what they intend to do, everyone rolls and, based on the roll, the
ending result is narrated. In other words, it is a model to make
combat not much different than skill rolls in many other systems: you
say what you do, you roll and, if you succeed, you've won, if not,
you loose. Simple and practical, it makes combat faster at the
expense of giving up all tactical resource.
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Rpgs that use it: The pool, Dust Devils, OctaNe, The Mountain Witch.
So, these are the four main
combat paradigms that I've stumbled into. Hope you folks enjoyed it.
Until next time,
Until next time,
Valete
Edit: Before, Spotlight combat was named 'Panel Combat' and I thank bms42 for giving the name 'Spotlight Combat'.
Edit: Before, Spotlight combat was named 'Panel Combat' and I thank bms42 for giving the name 'Spotlight Combat'.
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