Bjarkmundur
2021-10-24, 06:36 AM
I was reading the One-Shot adventure "Wolves of Welton" (https://www.dmsguild.com/product/171236/The-Wolves-of-Welton--a-SingleSession-Adventure), and one of the combat encounters had a really interesting mechanic. As written, it's a set of conditions that once one f them is met, the players have a chance to Interrupt Combat and attempt to de-escelate the situation verbally.
I've always chucked this down to individual rulings, but I have had trouble with it in the past. In many of my sessions, there seems to be little consistency when the players can attempt to end combat early and when they cannot. I am against these kind of inconsistencies in ttrpgs, since they work against the players getting comfortable in your world. A player who believes he knows how the world works is more likely to be confident and outgoing, and creative. A player who is unsure how the world reacts to his actions is less likely to act.
To make it perfectly clear to me and my players, I've been cooking up this little diddy.
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Interrupting Combat
Despite the tropes, combat is rarely "to the death". In any given combat situation each side has their own agenda, and will only fight as long as it furthers their plan. Sometimes, such in the case of assassins, death of the players is the only option. But when losing, one might instead choose to live and let live.
When one side feels the outcome of combat is already decided they might be more open to discussion.
At set intervals during combat. the player characters have an opportunity to Interrupt Combat. The PCs can focus on the objective of the opposition, rather than simply striking them down, and possibly save on valuable resources such as spell slots and HP, or their life. A player could do this via a Charisma check to attempt to reach or reason with his opponent, or a Wisdom or intelligence check to discern their motive, or simply by giving up.
The intervals are as follows:
A player character is brought to 0HP
The opposition leader is brought down to half hit points
The leader's support, such as minions or henchmen, are defeated
Half of the opposition is defeated, if no obvious leader is present.
This interruption takes form of a decleration from the players. Here are a few examples:
"I want to interrupt combat to discern why they are actually fighting us"
"I want to interrupt combat to try to negotiate with their leader"
"I want to interrupt combat to give them a chance to back down, or sell we'll show no mercy"
"I want to interrupt combat to offer our surrender"
"I want to interrupt combat to take my blade and run it across my arm, snarl, and try to scare them away"
"I want to interrupt combat to visibly ready a fireball spell, and tell them they can either listen to our terms or I let the spell loose"
======
This hopefully helps bring the narrative better into combat, without making combat trivial, such as by allowing players to roll to intimidate on their first turn. This, along with a smooth initiative ruling, makes transitioning between the narrative and combat smoother, and hopefully less immersion-breaking.
Although this could be done without a mechanic or a decleration of the keywords "I want to Interrupt Combat", I think getting in the habit of doing so is a great way to make sure that the DM can clearly switch to a narrative, rather than tactical, mindset, and to announce to the other players that the goals of combat have temporarily changed
"Adding depth where depth is due" is the idea here.
I've always chucked this down to individual rulings, but I have had trouble with it in the past. In many of my sessions, there seems to be little consistency when the players can attempt to end combat early and when they cannot. I am against these kind of inconsistencies in ttrpgs, since they work against the players getting comfortable in your world. A player who believes he knows how the world works is more likely to be confident and outgoing, and creative. A player who is unsure how the world reacts to his actions is less likely to act.
To make it perfectly clear to me and my players, I've been cooking up this little diddy.
====
Interrupting Combat
Despite the tropes, combat is rarely "to the death". In any given combat situation each side has their own agenda, and will only fight as long as it furthers their plan. Sometimes, such in the case of assassins, death of the players is the only option. But when losing, one might instead choose to live and let live.
When one side feels the outcome of combat is already decided they might be more open to discussion.
At set intervals during combat. the player characters have an opportunity to Interrupt Combat. The PCs can focus on the objective of the opposition, rather than simply striking them down, and possibly save on valuable resources such as spell slots and HP, or their life. A player could do this via a Charisma check to attempt to reach or reason with his opponent, or a Wisdom or intelligence check to discern their motive, or simply by giving up.
The intervals are as follows:
A player character is brought to 0HP
The opposition leader is brought down to half hit points
The leader's support, such as minions or henchmen, are defeated
Half of the opposition is defeated, if no obvious leader is present.
This interruption takes form of a decleration from the players. Here are a few examples:
"I want to interrupt combat to discern why they are actually fighting us"
"I want to interrupt combat to try to negotiate with their leader"
"I want to interrupt combat to give them a chance to back down, or sell we'll show no mercy"
"I want to interrupt combat to offer our surrender"
"I want to interrupt combat to take my blade and run it across my arm, snarl, and try to scare them away"
"I want to interrupt combat to visibly ready a fireball spell, and tell them they can either listen to our terms or I let the spell loose"
======
This hopefully helps bring the narrative better into combat, without making combat trivial, such as by allowing players to roll to intimidate on their first turn. This, along with a smooth initiative ruling, makes transitioning between the narrative and combat smoother, and hopefully less immersion-breaking.
Although this could be done without a mechanic or a decleration of the keywords "I want to Interrupt Combat", I think getting in the habit of doing so is a great way to make sure that the DM can clearly switch to a narrative, rather than tactical, mindset, and to announce to the other players that the goals of combat have temporarily changed
"Adding depth where depth is due" is the idea here.