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In the previous segment, Never Tell Me the Odds 1 and Never Tell Me the Odds 2, the basic combat mechanics for five RPG systems were examined with the idea that if you don’t know the rough probabilities of doing what you want, you can’t really evaluate what you can do. Using the power of tautology […]

In the previous post, I noted that roleplaying combat can vary from storytelling to a pure tactical exercise, but that in all cases it is important that both the player and the GM have a reasonable idea of how skillful their character actually is. In short, and to invert the title of the post: you […]

Roleplaying combat can be about telling stories through the medium of action and physicality. It can be a pure tactical exercise, driven by achieving the best outcome (say, “crushing your enemies, seeing them driven before you, and hearing the lamentations of their women”) at the least cost. It can also just be fun fantasy wish-fulfillment, where […]

Just because a number of gamers and game designers have expressed interest in it, I’m going to run through my thinking on the subject in public. The more I’ve thought about it, the more I conclude that this could be the most useful new wargame design mechanic since John Hill introduced the morale model in […]

First, I’d like to congratulate CH blogger Ken Burnside, for the success of his AVID Assistant Kickstarter campaign with 24 days to spare. Most game-related Kickstarters fail, so it’s nice to see one of our own completing one successfully. Thanks to all of the CH readers who supported it. Second, if you subscribe to the […]