Essential for RPGs or just a relic of its multifaceted past?
It occurred to me that many RPGs have almost two games operating inside of itself at any given time.
You have the world exploration and interaction component and you have this tactical combat component.
Sound familiar? It should to anyone who plays Dungeons and Dragons because that swirl and music change in Pokemon is exactly what is going on when your GM or DM calls for you to “roll initiative.”
So I'm here to look at why RPGs with dedicated combat aspects are so popular, what exactly it is that they add and detract from gaming, and, lastly, take a peek at a Fantasy RPG system that threw that dedicated combat shit in the garbage.
Peeling back the VeiL of D&D combat
Additionally designers let you unlock new, exciting resources to add to your puzzle solving toolkit after you defeat enough of the easier puzzles. Now designers have made a game where you’re managing resources effectively for as long as you wish to play!
And that, in short, is combat for Dungeons and Dragons.
You got Tactical Combat in my Story Based Game!