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	<title>Comments on: Why You Don&#8217;t Really Want Realistic Combat In D&amp;D</title>
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	<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php</link>
	<description>Never Adventure Alone</description>
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		<title>By: H.Mushroom</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-809</link>
		<dc:creator>H.Mushroom</dc:creator>
		<pubDate>Mon, 01 Sep 2008 22:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-809</guid>
		<description>i think that as it takes only 6 seconds to move 40 ft (give or take a couple of feet depending on your characters size) then when you are running your character is probably doing more than a real person has time for.  Combat is the other way round, but since this is a game mainly about combat they don&#039;t want you to spend your whole time running round trying to get to battles, instead of fighting them.  So they chose a round time to be somewhere in between the time it would take to run 40 ft and the time it would take to make one attack.</description>
		<content:encoded><![CDATA[<p>i think that as it takes only 6 seconds to move 40 ft (give or take a couple of feet depending on your characters size) then when you are running your character is probably doing more than a real person has time for.  Combat is the other way round, but since this is a game mainly about combat they don&#8217;t want you to spend your whole time running round trying to get to battles, instead of fighting them.  So they chose a round time to be somewhere in between the time it would take to run 40 ft and the time it would take to make one attack.</p>
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		<title>By: kanati</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-209</link>
		<dc:creator>kanati</dc:creator>
		<pubDate>Wed, 31 Oct 2007 15:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-209</guid>
		<description>6 seconds....  &lt;br/&gt;&lt;br/&gt;The time doesn&#039;t say you are unable to throw more than one attack in that time but also that you are able to block and parry enemy attacks.  You throw one GOOD attack.  And as you progress you are given feats that allow more than one GOOD attack per round if you choose to take them.&lt;br/&gt;&lt;br/&gt;If the rounds were shorter then there would be characters that couldn&#039;t do attacks every round (such as the fully plated warrior with great sword.)  Then, not only would you have players taking 3-4 rounds to load and fire a crossbow, but standard fighter types having a &quot;backswing&quot; or &quot;readying&quot; round for their blades.&lt;br/&gt;&lt;br/&gt;Six seconds is a good slice of time to ensure that nearly everyone can do something in a round without unnecessary downtime or even more unnecessary record keeping.</description>
		<content:encoded><![CDATA[<p>6 seconds&#8230;.  </p>
<p>The time doesn&#8217;t say you are unable to throw more than one attack in that time but also that you are able to block and parry enemy attacks.  You throw one GOOD attack.  And as you progress you are given feats that allow more than one GOOD attack per round if you choose to take them.</p>
<p>If the rounds were shorter then there would be characters that couldn&#8217;t do attacks every round (such as the fully plated warrior with great sword.)  Then, not only would you have players taking 3-4 rounds to load and fire a crossbow, but standard fighter types having a &#8220;backswing&#8221; or &#8220;readying&#8221; round for their blades.</p>
<p>Six seconds is a good slice of time to ensure that nearly everyone can do something in a round without unnecessary downtime or even more unnecessary record keeping.</p>
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		<title>By: ChattyDM</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-207</link>
		<dc:creator>ChattyDM</dc:creator>
		<pubDate>Wed, 31 Oct 2007 01:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-207</guid>
		<description>In AD&amp;D a d20 attack roll was for 1 full minute of fighting...&lt;br/&gt;&lt;br/&gt;Like you say Vanir, it&#039;s a compromise to have a flowing game.&lt;br/&gt;&lt;br/&gt;I played Gurps for 10 years where 1 second rounds made for 20 minute turns where my players would say &#039;I ready my Axe for next turn&#039;s swing&#039;...&lt;br/&gt;&lt;br/&gt;ughhh</description>
		<content:encoded><![CDATA[<p>In AD&#038;D a d20 attack roll was for 1 full minute of fighting&#8230;</p>
<p>Like you say Vanir, it&#8217;s a compromise to have a flowing game.</p>
<p>I played Gurps for 10 years where 1 second rounds made for 20 minute turns where my players would say &#8216;I ready my Axe for next turn&#8217;s swing&#8217;&#8230;</p>
<p>ughhh</p>
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		<title>By: Vanir</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-202</link>
		<dc:creator>Vanir</dc:creator>
		<pubDate>Mon, 29 Oct 2007 21:23:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-202</guid>
		<description>@yax:&lt;br/&gt;&lt;br/&gt;While I can see where you&#039;re coming from, I still think six seconds is about four seconds too long. We have a name for people that throw five fakes in a row before they attack: &quot;makiwara&quot; (striking post). :)&lt;br/&gt;&lt;br/&gt;Thinking of it as an oversimplification is probably the best way, though. I just always get the impression that there&#039;s an attack and then five seconds of them standing there looking at each other. If you think of it as the end result of a bunch of stuff happening it&#039;s a little easier to buy.</description>
		<content:encoded><![CDATA[<p>@yax:</p>
<p>While I can see where you&#8217;re coming from, I still think six seconds is about four seconds too long. We have a name for people that throw five fakes in a row before they attack: &#8220;makiwara&#8221; (striking post). <img src='http://www.stupidranger.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thinking of it as an oversimplification is probably the best way, though. I just always get the impression that there&#8217;s an attack and then five seconds of them standing there looking at each other. If you think of it as the end result of a bunch of stuff happening it&#8217;s a little easier to buy.</p>
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		<title>By: jerm</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-201</link>
		<dc:creator>jerm</dc:creator>
		<pubDate>Mon, 29 Oct 2007 18:40:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-201</guid>
		<description>Riddle of Steel is another game that takes a &quot;realistic&quot; approach to combat.  Fights are short and brutal.  I have experimented with it, but have yet to run a game.  Most folks that I game with are more interested in some simple escapism:  D&amp;D, Shadow of Yesterday, even some Shadowrun, but are less interested in the terrors of having someone trying to cut you in twain with a big sword.</description>
		<content:encoded><![CDATA[<p>Riddle of Steel is another game that takes a &#8220;realistic&#8221; approach to combat.  Fights are short and brutal.  I have experimented with it, but have yet to run a game.  Most folks that I game with are more interested in some simple escapism:  D&#038;D, Shadow of Yesterday, even some Shadowrun, but are less interested in the terrors of having someone trying to cut you in twain with a big sword.</p>
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		<title>By: Yax</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-198</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Mon, 29 Oct 2007 14:52:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-198</guid>
		<description>I like to think of the 6 seconds round as a period of time during which a character fakes, jukes and attacks but you only roll one attack to simplify the whole thing.&lt;br/&gt;&lt;br/&gt;I need to find a way to introduce an instant-death factor in my game.  Assassins are fun if the PCs are given the opportunity to think of a way to avoid assassination.  And I&#039;m more than willing to throw away the rulebook for a assassin strike.</description>
		<content:encoded><![CDATA[<p>I like to think of the 6 seconds round as a period of time during which a character fakes, jukes and attacks but you only roll one attack to simplify the whole thing.</p>
<p>I need to find a way to introduce an instant-death factor in my game.  Assassins are fun if the PCs are given the opportunity to think of a way to avoid assassination.  And I&#8217;m more than willing to throw away the rulebook for a assassin strike.</p>
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		<title>By: Anonymous</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-197</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Mon, 29 Oct 2007 13:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-197</guid>
		<description>You should totally try Burning Wheel. The combat is chaotic, and one decent hit generally ends the fight, unless you&#039;re really badass.&lt;br/&gt;&lt;br/&gt;That said, it&#039;s rarely a lethal system.</description>
		<content:encoded><![CDATA[<p>You should totally try Burning Wheel. The combat is chaotic, and one decent hit generally ends the fight, unless you&#8217;re really badass.</p>
<p>That said, it&#8217;s rarely a lethal system.</p>
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		<title>By: Doug Hagler</title>
		<link>http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.php/comment-page-1#comment-195</link>
		<dc:creator>Doug Hagler</dc:creator>
		<pubDate>Mon, 29 Oct 2007 09:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.stupidranger.com/2007/10/why-you-dont-really-want-realistic-combat-in-dd.html#comment-195</guid>
		<description>I agree that realistic combat in D&amp;D doesn&#039;t fit at all.  It isn&#039;t the kind of game D&amp;D is.  I&#039;m speaking as someone who often likes grittier combat, and who also has some martial arts experience, so I have some idea of how absurd some systems are.  I do like the Wounds/Vitality system of pre-Saga-Edition d20 Star Wars, also in Unearthed Arcana for D&amp;D - I think it still has a lot of the excitement while not having too many &#039;pincushion&#039; moments when someone&#039;s been shot fifteen times and isn&#039;t even inconvenienced.&lt;br/&gt;&lt;br/&gt;When I do play a game with a more realistic combat system, I like to split the difference.  I like combat to be dangerous, but not to result in character death that often.  This is accomplished by having some sort of shock mechanic where a person is dropped when seriously damaged but not killed outright in most cases.  This is because I also put a lot into characters, and I encourage my players to do so as well when I run a game.  I hate to see all that work wasted.  So a combat will probably scar you, and its dangerous, but especially in a scifi or fantasy setting with augmented healing options, you need not even be out of the action for that long.</description>
		<content:encoded><![CDATA[<p>I agree that realistic combat in D&#038;D doesn&#8217;t fit at all.  It isn&#8217;t the kind of game D&#038;D is.  I&#8217;m speaking as someone who often likes grittier combat, and who also has some martial arts experience, so I have some idea of how absurd some systems are.  I do like the Wounds/Vitality system of pre-Saga-Edition d20 Star Wars, also in Unearthed Arcana for D&#038;D &#8211; I think it still has a lot of the excitement while not having too many &#8216;pincushion&#8217; moments when someone&#8217;s been shot fifteen times and isn&#8217;t even inconvenienced.</p>
<p>When I do play a game with a more realistic combat system, I like to split the difference.  I like combat to be dangerous, but not to result in character death that often.  This is accomplished by having some sort of shock mechanic where a person is dropped when seriously damaged but not killed outright in most cases.  This is because I also put a lot into characters, and I encourage my players to do so as well when I run a game.  I hate to see all that work wasted.  So a combat will probably scar you, and its dangerous, but especially in a scifi or fantasy setting with augmented healing options, you need not even be out of the action for that long.</p>
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