Worlds of Design: Hit Fast, Strike Hard

Is there an ideal frequency with which characters or monsters hit one another in an FRPG?

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Picture courtesy of PIxabay.

“I'd seen him fight before, but it never got old. He was captivating. He never stopped moving. Every action was graceful and lethal. He was a dancer of death.” - Richelle Mead

How Random Is Your Game?​

I was inspired by a recent discussion of armor in Dungeons & Dragons to expound on a question that is frequently asked by new game designers: how much randomness should be in a game?

The answer depends on the audience you are making the game for. Three-year-olds can enjoy an entirely random game (such as Candyland), while adults will likely have a variety of preferences. I’ve seen adults enjoy playing Left-Right-Center (another entirely random game), while “serious” adult gamers might hate it.

In tabletop role-playing games, randomness matters a lot where dice rolls are concerned, which is why combat is a frequent test of how much randomness is inherent in the game. Is there an ideal frequency with which characters or monsters hit one another?

The Ideal Frequency of Combat​

There’s no definitive answer to ideal frequency, as this will largely depend on an individual's taste in gaming and their comfort with the pace of how fast the game moves. But there are definitely elements of a game that can dictate the pace of combat. It’s more instructive to focus on what is the ideal frequency of a successful attack for your game.

The answers will change the style of play. If everyone hits everyone, or no one hits everyone, the consequences change the game’s pacing. Rarely hitting corresponds to the old soccer saying, “One Nil to The Arsenal” (a saying about typical outcomes given a very strong Arsenal defense.) It can feel boring even as it resulted in success for Arsenal.

Conversely, hitting all the time can also be boring, as combatants slug it out, lowering each other’s hit points (or other metrics) until one of them falls.

Either of these can be unsatisfactory, and most role-playing games try to find a happy medium between the two extremes.

Pacing a Game​

Pacing a game is not new to sports, and over time some very popular pastimes have altered their style of play to try to find that perfect balance.

NASCAR, for example, has struggled because the races take so long. Baseball faced a similar problem, so they added a pitch clock. When there are so many electronic pastimes vying for our attention, “hitting” (e.g., a goal, a shot, a home run) keeps the game lively and interesting over long stretches of time.

But fantasy role-playing games are not sports (though they can have sport-like elements). Combat can be frequent, unpredictable, and lopsided. In that case, should combat pacing favor the player characters or the monsters?

The answer isn’t always obvious. Critical hits are emblematic of a system's pacing: if you decide a natural 20 is a critical hit, the more monsters (who frequently outnumber the PCs) get a swing in, the more likely the monster will get a critical hit. For those who prefer optimized systems where it’s possible to one-shot, one-kill someone with a crit, if the monsters have the same option it’s quite possible a low-level critter might take out a character with a series of lucky rolls. And this is all due to monsters hitting more frequently than PCs.

Conversely, if the PCs are supposed to be heroes, more frequent hits with dire results means the PCs are going to die rather unheroically at times. To avoid this, some games remove crits from certain opponents, or restrict them to special circumstances, or don’t allow the opposition critical hits at all. Otherwise, your protagonists (the PCs) might drop dead just from a poor roll.

A Good Defense​

The other factor to reduce lethality from frequent combat is a better defense. That is, while the monsters and foes may hit more frequently, PCs have better defenses to withstand the assault.

If you’re a team sports fan you’ve probably heard the maxim "defense wins championships." A GM can arrange that the PCs usually have much better add-on protection (armor, etc.) than the bad guys, so that the bad guys end up successfully hitting far less often, or hit often but rarely inflict much damage. In game terms that could be interpreted to mean the player characters, at least, might be hit often but may not feel it as much (thanks to armor, damage reduction, or other rules that mitigate the damage if not the hit itself).

Combat Methods​

Dungeons & Dragons has evolved on this topic over time. Frequency of hits, critical hits, and damage resistance have all been tweaked between each edition with the understanding that the more monsters there are, the more any rule relying on percentages favors the mob.

This is why Advanced Dungeons & Dragons had a rule that fighters could attack a number of times equal to their level against opponents with less than one Hit Die. That mechanic built on the original Chainmail framework that D&D used as its combat system: heroes attacked four times, and superheroes attacked eight times.

The challenge of one vs. many goes both ways, and for epic monster fights, they can end very quickly with large parties. Fifth Edition introduced lair and legendary actions, with the understanding that with enough PCs, any monster is going to go down quickly (and the odds are high that one of them will roll a critical hit that accelerates the conclusion even more). The goal is to find that sweet spot between foes so that even though there may be more of one side or the other, the fight feels like it could swing either way without it being a foregone conclusion.

While D&D has a single defense system (Armor Class) and damage reduction system (resistance or invulnerability), other tabletop games may have armor or skills that reduce the ability to be hit (that is, your level doesn’t make you harder to hit, though it may give you abilities or bonuses to existing armor system to reduce the chances). The focus is primarily on hitting, not defending.

When put into action, it can be fun to have armor that blocks blows, critical hits that slice off opponents’ heads, or critical fumbles that cause your opponent to fall off a cliff … until it happens to your character. Having different rules for monsters and minions, PCs and heroes, can mean the difference between an epic battle that will never be forgotten … or an ignominious end because of the right (or wrong) roll.

Your Turn: How do you handle one vs. many combat in your games so that they feel balanced?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
Great article, as usual.

I think this is a good design question, along the lines for sports of "Offense sells tickets; defense wins championships."

I do think that, often, it seems people don't think about the mechanical advantages that sheer numbers bring. We laugh in Return of the Jedi when stormtroopers get swallowed up in waves of Ewok barbarians, but... a ton of goblins with sticks can bring a ton of people down just with sheer dice rolls. They might not be able to keep you prone, but often, that's a Lose A Turn at best for the downed PC.

Another design concept this made me think of was Amber Diceless, where there were no dice to roll. Whichever PC had the highest Combat skill (bought in an auction) would always win at combat... UNLESS they were outmanuevered or out-tricked. The game didn't last long enough, but my character was Random's daughter, and she had a few nasty surprises her siblings and family lacked. She was the only PC with Trump artistry, and able to avoid the trap that was catching the elders, and... my favorite was she had a slender dagger, very 'girlish', for defense... it would, however, break any weapon brought to bear against it, and she could throw it and 'follow' it through the various Shadows until she reached her personal dimension.

Apologies for the ramble, but again... a very good article to consider.
 

Yeah, sheer numbers, the action economy is a BIG deal. And that means any ability the mob has to reduce the actions of the minority or, even more starkly, the lone boss monster, is POWERFUL. This is particularly true of PC parties vs legendary monsters. Slow spells, stun/incapacitated conditions, anything that removes reactions in a game of legendary actions/reactions - these will nerf those boss monsters way down.
 
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I've seen an article a while back that psychologically, players enjoy hitting in the 2/3 range, definitely above 50% of the time. It has to do with feeling like they are contributing and fun. I wish I had kept a link to it.

I saw an interesting tidbit that I consider an addendum to this. One of the new non-OGL D&D-like games coming out you always hit - and psychologically that becomes a null step so it doesn't provide the positive feels that rolling and hitting does.
 

I've seen an article a while back that psychologically, players enjoy hitting in the 2/3 range, definitely above 50% of the time. It has to do with feeling like they are contributing and fun. I wish I had kept a link to it.

I saw an interesting tidbit that I consider an addendum to this. One of the new non-OGL D&D-like games coming out you always hit - and psychologically that becomes a null step so it doesn't provide the positive feels that rolling and hitting does.
Now, there are also some systems like 1e Legend of the Five Rings where hitting is semi-easy if you're skilled enough. Semi-easy, until you realize there's also a gambling mechanic - you can voluntarily raise your target number to do extra effects, like extra dice in damage.

Some fighting techniques add your stat rank to the dice total you roll to hit. Some add it to your wounds. Some techniques let you bypass armor completely on a humanoid. And some, even at a low level, let you literally take a chance at just saying 'no' to damage.

Now, dueling with katanas has the gambling mechanic built in. You choose to focus or strike. Two notes: 1) you have a limited number of focuses you can do before you must declare strike; 2) whoever chooses/is forced to choose to strike GETS HIT AT FIRST.
 

Fifth Edition introduced lair and legendary actions, with the understanding that with enough PCs, any monster is going to go down quickly
That's fair but in D&D there's an artificial limit - how many PCs can fill the 5 foot squares around the monster? While a balancing factor, it's also unbalanced because 1) monsters don't fill squares (unless they're cubes), and 2) the swinging of some weapons requires much more than 25 square feet of space for the safety of one's allies.

The focus is primarily on hitting, not defending.
Can we assume that the focus is actually on damaging? Some hits don't do damage, and some damage doesn't require hits.

When put into action, it can be fun to have armor that blocks blows, critical hits that slice off opponents’ heads, or critical fumbles that cause your opponent to fall off a cliff … until it happens to your character.
Heck yeah! I like both sides to have armor, parry, movement, and special maneuver options. The possibility that it could happen to my character is what makes it fun!

Your Turn: How do you handle one vs. many combat in your games so that they feel balanced?
Or BBEG versus PC party? Well, "balanced" isn't my goal so much as fun is. Fun can be a drawn-out battle, a high risk of PC injury or death, a clever solution discovered in the nick of time, etc. A hefty enemy should probably have more health for a longer battle, but a smaller/normal size enemy can easily go down quickly. The question is: who suffers the brunt of the smaller enemy's attacks, because she's not going down without a fight!
 

The typical solution to 1 vs Many is Area of Effect magic. One sleep or burning hands can thin the herd fairly quickly at low levels. Different spells achieve similar results as levels increase. Note, this works both ways. A single monster can drop several PCs just as easily as one PC can drop multiple monsters.

Since NASCAR was mentioned, of the issues there is the near perfect balance between the cars. Many races are settled not on the track but in the pits with differences of fractions of seconds in changing a tire deciding a race. Exciting for some but boring if you like watching an auto race vs a pit race. Other races are settled by luck. Who survives the "Big One" wreck that takes out 10+ cars. Lesson for RPGs is perfect balance may turn out to be an encounter decided more by luck then skill. Or one that is a boring grind to see who has 1 hp when the other has zero.

One of the mechanics I get frustrated with is Damage Reduction. "Oh caddy, I would like the +1 cold iron fire sword." "Its one of those, hand me the +1 blessed mace with ghost touch." If your golf bag of weapons is missing the weapon that matches the DR of the current opponent, you are rendered mostly useless for that encounter.

Including non combat options for encounters(if the players think about trying one) often leads to more fun then yet another long combat slog.
 

Movement is the only possibility for a "Balanced" encounter between a party of adventurers and a solo monster.

Legendary actions help, obviously. But if you stand still long enough for the fighter and rogue to get into position you're going to get chopped down like a tree in short order.

Hit and run tactics make Dragons dangerous in situations where they'd otherwise just get torn down by sheer numbers. Moving through enemy spaces because they're 2 sizes smaller, fly by attacks, attacking from out of reach of melee weapons. Force the fighters to swap, constantly, between melee and ranged weapons.

And if you see one with a polearm, don't get -into- melee in the first freaking place. The Sentinel feat is OP in these situations...
 

One of the mechanics I get frustrated with is Damage Reduction. "Oh caddy, I would like the +1 cold iron fire sword." "Its one of those, hand me the +1 blessed mace with ghost touch." If your golf bag of weapons is missing the weapon that matches the DR of the current opponent, you are rendered mostly useless for that encounter.

Including non combat options for encounters(if the players think about trying one) often leads to more fun then yet another long combat slog.
Totally agree with the sentiment about the Golf Bag of Doom, with the weapons.

That's why I like that, in 7th Sea second edition, its your weapon skill that determines damage, not the weapon. A maxed out weapon dagger skill means you do more damage than a greataxe does.
 

That's fair but in D&D there's an artificial limit - how many PCs can fill the 5 foot squares around the monster? While a balancing factor, it's also unbalanced because 1) monsters don't fill squares (unless they're cubes), and 2) the swinging of some weapons requires much more than 25 square feet of space for the safety of one's allies.

Modern D&D usually doesn’t penalize players for firing into a melee, so (straining credibility) it’s entirely possible for a monster in the middle of a field to be surrounded by dozens or hundreds of archers all firing bows at the monster with zero risk of injuring an ally. Focusing fire on a single target is an excellent tactic to destroy the target as fast as possible.


This is, of course, ridiculous in reality, but players and DMs both tend not to want to enforce friendly fire rules for purely gamist reasons: it’s unfun for a player whose character is an archer, and it’s an extr step to a combat roll for the DM to adjudicate. Still, insisting on a bit more realism could (in some case) balance out the action economy problem, as “focusing fire” becomes a riskier tactic.
 

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